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88 行
2.9 KiB
88 行
2.9 KiB
using System.Collections.Generic;
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using System.Globalization;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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namespace UnityEditor.ShaderGraph
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{
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public enum MetalMaterialType
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{
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Iron,
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Silver,
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Aluminium,
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Gold,
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Copper,
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Chromium,
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Nickel,
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Titanium,
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Cobalt,
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Platinum
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};
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[Title("Input", "PBR", "Metal Reflectance")]
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public class MetalReflectanceNode : AbstractMaterialNode, IGeneratesBodyCode
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{
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public MetalReflectanceNode()
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{
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name = "Metal Reflectance";
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UpdateNodeAfterDeserialization();
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}
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public override string documentationURL
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{
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get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Metal-Reflectance-Node"; }
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}
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[SerializeField]
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private MetalMaterialType m_Material = MetalMaterialType.Iron;
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[EnumControl("Material")]
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public MetalMaterialType material
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{
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get { return m_Material; }
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set
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{
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if (m_Material == value)
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return;
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m_Material = value;
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Dirty(ModificationScope.Graph);
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}
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}
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static Dictionary<MetalMaterialType, string> m_MaterialList = new Dictionary<MetalMaterialType, string>
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{
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{MetalMaterialType.Iron, "(0.560, 0.570, 0.580)"},
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{MetalMaterialType.Silver, "(0.972, 0.960, 0.915)"},
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{MetalMaterialType.Aluminium, "(0.913, 0.921, 0.925)"},
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{MetalMaterialType.Gold, "(1.000, 0.766, 0.336)"},
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{MetalMaterialType.Copper, "(0.955, 0.637, 0.538)"},
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{MetalMaterialType.Chromium, "(0.550, 0.556, 0.554)"},
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{MetalMaterialType.Nickel, "(0.660, 0.609, 0.526)"},
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{MetalMaterialType.Titanium, "(0.542, 0.497, 0.449)"},
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{MetalMaterialType.Cobalt, "(0.662, 0.655, 0.634)"},
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{MetalMaterialType.Platinum, "(0.672, 0.637, 0.585)"}
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};
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private const int kOutputSlotId = 0;
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private const string kOutputSlotName = "Out";
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public override bool hasPreview { get { return true; } }
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public override PreviewMode previewMode
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{
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get { return PreviewMode.Preview2D; }
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new Vector3MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector3.zero));
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RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
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}
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public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
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{
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visitor.AddShaderChunk(string.Format("{0}3 {1} = {0}3{2};", precision, GetVariableNameForSlot(kOutputSlotId), m_MaterialList[material].ToString(CultureInfo.InvariantCulture)), true);
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}
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}
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}
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