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48 行
1.7 KiB
48 行
1.7 KiB
using System.Reflection;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Procedural", "Checkerboard")]
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public class CheckerboardNode : CodeFunctionNode
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{
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public CheckerboardNode()
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{
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name = "Checkerboard";
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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/Checkerboard-Node"; }
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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return GetType().GetMethod("Unity_Checkerboard", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_Checkerboard(
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[Slot(0, Binding.MeshUV0)] Vector2 UV,
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[Slot(1, Binding.None, 0.2f, 0.2f, 0.2f, 1f)] ColorRGB ColorA,
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[Slot(2, Binding.None, 0.7f, 0.7f, 0.7f, 1f)] ColorRGB ColorB,
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[Slot(3, Binding.None, 1f, 1f, 1f, 1f)] Vector2 Frequency,
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[Slot(4, Binding.None)] out Vector3 Out)
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{
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Out = Vector2.zero;
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return
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@"
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{
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UV = UV + 0.25 / Frequency;
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{precision}4 derivatives = {precision}4(ddx(UV), ddy(UV));
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{precision}2 duv_length = sqrt({precision}2(dot(derivatives.xz, derivatives.xz), dot(derivatives.yw, derivatives.yw)));
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{precision} width = 0.5;
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{precision}2 distance3 = 2.0 * abs(frac((UV.xy + 0.5) * Frequency) - 0.5) - width;
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{precision}2 scale = 0.5 / duv_length.xy;
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{precision}2 blend_out = saturate(scale / 3);
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{precision}2 vector_alpha = clamp(distance3 * scale.xy * blend_out.xy, -1.0, 1.0);
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{precision} alpha = saturate(vector_alpha.x * vector_alpha.y);
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Out = lerp(ColorA, ColorB, alpha.xxx);
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}";
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}
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}
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}
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