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101 行
3.9 KiB
101 行
3.9 KiB
namespace UnityEngine.MaterialGraph
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{
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[Title("Procedural/Voronoi Noise")]
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public class VoronoiNoiseNode : Function2Input, IGeneratesFunction
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{
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public VoronoiNoiseNode()
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{
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name = "VoronoiNoise";
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}
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protected override string GetFunctionName()
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{
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return "unity_voronoinoise_" + precision;
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}
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protected override string GetInputSlot1Name()
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{
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return "UV";
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}
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protected override MaterialSlot GetInputSlot1()
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{
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return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
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}
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protected override string GetInputSlot2Name()
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{
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return "AngleOffset";
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}
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protected override MaterialSlot GetInputSlot2()
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{
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return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector1, Vector2.zero);
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}
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protected override MaterialSlot GetOutputSlot()
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{
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return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, UnityEngine.Graphing.SlotType.Output, SlotValueType.Vector1, Vector2.zero);
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}
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public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
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{
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var outputString = new ShaderGenerator();
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outputString.AddShaderChunk("inline float2 unity_voronoi_noise_randomVector (float2 uv, float offset)", false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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outputString.AddShaderChunk("float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98);", false);
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outputString.AddShaderChunk("uv = frac(sin(mul(uv, m)) * 46839.32);", false);
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outputString.AddShaderChunk("return float2(sin(uv.y*+offset)*0.5+0.5, cos(uv.x*offset)*0.5+0.5);", false);
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outputString.Deindent();
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outputString.AddShaderChunk("}", false);
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outputString.AddShaderChunk(GetFunctionPrototype("uv", "angleOffset"), false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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outputString.AddShaderChunk("float2 g = floor(uv);", false);
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outputString.AddShaderChunk("float2 f = frac(uv);", false);
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outputString.AddShaderChunk("float t = 8.0;", false);
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outputString.AddShaderChunk("float3 res = float3(8.0, 0.0, 0.0);", false);
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outputString.AddShaderChunk("for(int y=-1; y<=1; y++)", false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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outputString.AddShaderChunk("for(int x=-1; x<=1; x++)", false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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outputString.AddShaderChunk("float2 lattice = float2(x,y);", false);
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outputString.AddShaderChunk("float2 offset = unity_voronoi_noise_randomVector(lattice + g, angleOffset);", false);
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outputString.AddShaderChunk("float d = distance(lattice + offset, f);", false);
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outputString.AddShaderChunk("if(d < res.x)", false);
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outputString.AddShaderChunk("{", false);
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outputString.Indent();
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outputString.AddShaderChunk("res = float3(d, offset.x, offset.y);", false);
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outputString.Deindent();
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outputString.AddShaderChunk("}", false);
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outputString.Deindent();
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outputString.AddShaderChunk("}", false);
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outputString.Deindent();
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outputString.AddShaderChunk("}", false);
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outputString.AddShaderChunk("return res.x;", false);
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outputString.Deindent();
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outputString.AddShaderChunk("}", false);
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visitor.AddShaderChunk(outputString.GetShaderString(0), true);
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}
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}
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}
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