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166 行
7.6 KiB

using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
/* [Title("Procedural/Scatter")]
public class ScatterNode : FunctionNInNOut, IGeneratesFunction
{
[SerializeField]
private int m_num = 1 ;
public int num
{
get { return m_num; }
set
{
if (m_num == value)
{
return;
}
m_num = value;
if (onModified != null)
{
onModified(this, ModificationScope.Graph);
}
}
}
public ScatterNode()
{
name = "Scatter";
AddSlot("TextureAsset", "inputTex", Graphing.SlotType.Input, SlotValueType.Texture2D, Vector4.zero);
AddSlot("SamplerState", "inputSampler", Graphing.SlotType.Input, SlotValueType.SamplerState, Vector4.zero);
AddSlot("UV", "inputUV", Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.one);
AddSlot("Seed", "seed", Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.one);
AddSlot("PositionRange", "p_range", Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
AddSlot("RotationRange", "r_range", Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
AddSlot("ScaleRange", "s_range", Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero);
AddSlot("RGBA", "finalColor", Graphing.SlotType.Output, SlotValueType.Vector4, Vector4.zero);
UpdateNodeAfterDeserialization();
}
protected override string GetFunctionName()
{
return "unity_scatter_" + precision;
}
public override bool hasPreview
{
get { return true; }
}
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
{
//Sampler input slot
base.GeneratePropertyUsages(visitor, generationMode);
var samplerSlot = FindInputSlot<MaterialSlot>(2);
if (samplerSlot != null)
{
var samplerName = GetSamplerInput(2);
visitor.AddShaderChunk("#ifdef UNITY_COMPILER_HLSL", false);
visitor.AddShaderChunk("SamplerState " + samplerName + ";", true);
visitor.AddShaderChunk("#endif", false);
}
}
public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode)
{
var outputString = new ShaderGenerator();
//RotateUVFunction ===================================================================
outputString.AddShaderChunk("inline float2 rotateUV( float2 arg1, float arg2 )", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
//center texture's pivot
outputString.AddShaderChunk("arg1.xy -= 0.5;", false);
//rotation matrix
outputString.AddShaderChunk(precision + " s = sin(arg2);", false);
outputString.AddShaderChunk(precision + " c = cos(arg2);", false);
outputString.AddShaderChunk(precision + "2x2 rMatrix = float2x2(c, -s, s, c);", false);
//center rotation matrix
outputString.AddShaderChunk("rMatrix *= 0.5;", false);
outputString.AddShaderChunk("rMatrix += 0.5;", false);
outputString.AddShaderChunk("rMatrix = rMatrix*2 - 1;", false);
//multiply the UVs by the rotation matrix
outputString.AddShaderChunk("arg1.xy = mul(arg1.xy, rMatrix);", false);
outputString.AddShaderChunk("arg1.xy += 0.5;", false);
outputString.AddShaderChunk("return " + "arg1;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
//RamdomFunction ===================================================================
outputString.AddShaderChunk("inline float randomrange(float2 randomseed, float min, float max)", false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("float randomno = frac(sin(dot(randomseed, float2(12.9898, 78.233)))*43758.5453);", false);
outputString.AddShaderChunk("return lerp(min,max,abs(frac(randomno)));", false);
//outputString.AddShaderChunk("return floor(randomno * (max - min + 1)) + min;", false);
outputString.Deindent();
outputString.AddShaderChunk("}", false);
//ScatterFunction ===================================================================
outputString.AddShaderChunk(GetFunctionPrototype(), false);
outputString.AddShaderChunk("{", false);
outputString.Indent();
outputString.AddShaderChunk("finalColor = float4(0,0,0,0);", false);
outputString.AddShaderChunk("float2 newuv;", false);
outputString.AddShaderChunk("float4 tex = finalColor;", false);
outputString.AddShaderChunk("float scale;", false);
outputString.AddShaderChunk("float rotation;", false);
outputString.AddShaderChunk("float2 position;", false);
outputString.AddShaderChunk("float j;", false);
for (int i=0; i<m_num; i++)
{
//random UV
outputString.AddShaderChunk("newuv = inputUV;", false);
outputString.AddShaderChunk("j = "+i+"+0.001f;", false);
outputString.AddShaderChunk("scale = randomrange(seed+j,s_range.x,s_range.y);", false); //Random Scale
outputString.AddShaderChunk("newuv *= scale;", false); //Scale
outputString.AddShaderChunk("newuv -= (scale-1)*0.5f;", false); //Move to Center After Scale
outputString.AddShaderChunk("rotation = randomrange(seed+j,r_range.x,r_range.y);", false); //Random rotation
outputString.AddShaderChunk("newuv = rotateUV(newuv,rotation);", false); //Rotate
outputString.AddShaderChunk("position.x = randomrange(seed.x+j,p_range.x,p_range.y);", false); //Random position
outputString.AddShaderChunk("position.y = randomrange(seed.y+j,p_range.x,p_range.y);", false); //Random position
outputString.AddShaderChunk("newuv += position*scale;", false); //Position
//sample
outputString.AddShaderChunk("#ifdef UNITY_COMPILER_HLSL", false);
outputString.AddShaderChunk("tex = inputTex.Sample(inputSampler, newuv);", false);
outputString.AddShaderChunk("#endif",false);
//blend together
outputString.AddShaderChunk("finalColor = lerp(finalColor,tex, tex.a);", false);
//seamless
outputString.AddShaderChunk("newuv = 1-newuv;", false);
outputString.AddShaderChunk("#ifdef UNITY_COMPILER_HLSL", false);
outputString.AddShaderChunk("tex = inputTex.Sample(inputSampler, newuv);", false);
outputString.AddShaderChunk("#endif", false);
//blend seamless
outputString.AddShaderChunk("finalColor = lerp(finalColor,tex, tex.a);", false);
}
outputString.Deindent();
outputString.AddShaderChunk("}", false);
visitor.AddShaderChunk(outputString.GetShaderString(0), true);
}
}*/
}