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40 行
1.1 KiB

using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Title("UV/Flipbook")]
public class FlipbookNode : CodeFunctionNode
{
public FlipbookNode()
{
name = "Flipbook";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Flipbook", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Flipbook(
[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(1, Binding.None, 1, 1, 1, 1)] Vector1 Width,
[Slot(2, Binding.None, 1, 1, 1, 1)] Vector1 Height,
[Slot(3, Binding.None)] Vector1 Tile,
[Slot(4, Binding.None)] out Vector2 Out)
{
Out = Vector2.zero;
return
@"
{
{precision}2 tileCount = {precision}2(1.0, 1.0) / {precision}2(Width, Height);
{precision} tileY = floor(Tile * tileCount.x);
{precision} tileX = Tile - Width * tileY;
Out = (UV + {precision}2(tileX, tileY)) * tileCount;
}
";
}
}
}