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1.5 KiB

using System.Reflection;
namespace UnityEngine.MaterialGraph
{
[Title("Procedural/AACheckerboard3d")]
public class AACheckerboard3dNode : CodeFunctionNode
{
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_AACheckerboard3d", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_AACheckerboard3d(
[Slot(0, Binding.MeshUV0)] Vector3 uv,
[Slot(1, Binding.None, 0.2f, 0.2f, 0.2f, 0.2f)] Vector4 colorA,
[Slot(2, Binding.None, 0.7f, 0.7f, 0.7f, 0.7f)] Vector4 colorB,
[Slot(3, Binding.None, 0.5f, 3f, 0f, 0f)] Vector3 aaTweak,
[Slot(4, Binding.None, 1f, 1f, 1f, 1f)] Vector3 frequency,
[Slot(5, Binding.None)] out Vector4 result)
{
result = Vector2.zero;
return
@"
{
float3 dx = ddx(uv);
float3 dy = ddy(uv);
float du= sqrt(dx.x * dx.x + dy.x * dy.x);
float dv= sqrt(dx.y * dx.y + dy.y * dy.y);
float dw= sqrt(dx.z * dx.z + dy.z * dy.z);
float3 distance3 = 2.0f * abs(frac((uv.xyz + 0.5f) * frequency.xyz) - 0.5f) - 0.5f;
float3 scale = aaTweak.xxx / float3(du, dv, dw);
float3 blend_out = saturate((scale - aaTweak.zzz) / (aaTweak.yyy - aaTweak.zzz));
float3 vectorAlpha = clamp(distance3 * scale.xyz * blend_out.xyz, -1.0f, 1.0f);
float alpha = saturate(0.5f + 0.5f * vectorAlpha.x * vectorAlpha.y * vectorAlpha.z);
result= lerp(colorA, colorB, alpha.xxxx);;
}";
}
}
}