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1.5 KiB

using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Procedural/Checkerboard")]
public class AACheckerboardNode : CodeFunctionNode
{
public AACheckerboardNode()
{
name = "Checkerboard";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_AACheckerboard", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_AACheckerboard(
[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(1, Binding.None, 0.2f, 0.2f, 0.2f, 0.2f)] Vector4 ColorA,
[Slot(2, Binding.None, 0.7f, 0.7f, 0.7f, 0.7f)] Vector4 ColorB,
[Slot(3, Binding.None, 1f, 1f, 1f, 1f)] Vector2 Frequency,
[Slot(4, Binding.None)] out Vector4 Out)
{
Out = Vector2.zero;
return
@"
{
float4 derivatives = float4(ddx(UV), ddy(UV));
float2 duv_length = sqrt(float2(dot(derivatives.xz, derivatives.xz), dot(derivatives.yw, derivatives.yw)));
float width = 0.5f;
float2 distance3 = 2.0f * abs(frac(UV.xy * Frequency) - 0.5f) - width;
float2 scale = 0.5 / duv_length.xy;
float2 blend_out = saturate(scale / 3);
float2 vector_alpha = clamp(distance3 * scale.xy * blend_out.xy, -1.0f, 1.0f);
float alpha = saturate(0.5f + 0.5f * vector_alpha.x * vector_alpha.y);
Out= lerp(ColorA, ColorB, alpha.xxxx);
}";
}
}
}