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49 行
1.7 KiB
49 行
1.7 KiB
using UnityEditor.Graphing;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Input", "Scene", "Ambient")]
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public class AmbientNode : AbstractMaterialNode
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{
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const string kOutputSlotName = "Color/Sky";
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const string kOutputSlot1Name = "Equator";
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const string kOutputSlot2Name = "Ground";
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public const int OutputSlotId = 0;
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public const int OutputSlot1Id = 1;
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public const int OutputSlot2Id = 2;
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public AmbientNode()
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{
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name = "Ambient";
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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/Ambient-Node"; }
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new ColorRGBMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
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AddSlot(new ColorRGBMaterialSlot(OutputSlot1Id, kOutputSlot1Name, kOutputSlot1Name, SlotType.Output, Vector4.zero));
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AddSlot(new ColorRGBMaterialSlot(OutputSlot2Id, kOutputSlot2Name, kOutputSlot2Name, SlotType.Output, Vector4.zero));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId, OutputSlot1Id, OutputSlot2Id });
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}
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public override string GetVariableNameForSlot(int slotId)
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{
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switch (slotId)
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{
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case OutputSlot1Id:
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return "unity_AmbientEquator";
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case OutputSlot2Id:
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return "unity_AmbientGround";
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default:
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return "unity_AmbientSky";
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}
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}
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}
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}
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