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55 行
1.7 KiB

using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Gradient", "Sample Gradient")]
public class SampleGradient : CodeFunctionNode, IGeneratesBodyCode
{
public SampleGradient()
{
name = "Sample Gradient";
}
public override bool hasPreview
{
get { return true; }
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_SampleGradient", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_SampleGradient(
[Slot(0, Binding.None)] Gradient Gradient,
[Slot(1, Binding.None)] Vector1 Time,
[Slot(2, Binding.None)] out Vector4 Out)
{
Out = Vector4.zero;
return
@"
{
{precision}3 color = Gradient.colors[0].rgb;
[unroll]
for (int c = 1; c < 8; c++)
{
{precision} colorPos = saturate((Time - Gradient.colors[c-1].w) / (Gradient.colors[c].w - Gradient.colors[c-1].w)) * step(c, Gradient.colorsLength-1);
color = lerp(color, Gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), Gradient.type));
}
#ifndef UNITY_COLORSPACE_GAMMA
color = SRGBToLinear(color);
#endif
{precision} alpha = Gradient.alphas[0].x;
[unroll]
for (int a = 1; a < 8; a++)
{
{precision} alphaPos = saturate((Time - Gradient.alphas[a-1].y) / (Gradient.alphas[a].y - Gradient.alphas[a-1].y)) * step(a, Gradient.alphasLength-1);
alpha = lerp(alpha, Gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), Gradient.type));
}
Out = {precision}4(color, alpha);
}
";
}
}
}