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49 行
1.7 KiB

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