CheckerboardNode.cs 1.6 KB

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  1. using System.Reflection;
  2. using UnityEngine;
  3. namespace UnityEditor.ShaderGraph
  4. {
  5. [Title("Procedural", "Checkerboard")]
  6. class CheckerboardNode : CodeFunctionNode
  7. {
  8. public CheckerboardNode()
  9. {
  10. name = "Checkerboard";
  11. }
  12. protected override MethodInfo GetFunctionToConvert()
  13. {
  14. return GetType().GetMethod("Unity_Checkerboard", BindingFlags.Static | BindingFlags.NonPublic);
  15. }
  16. static string Unity_Checkerboard(
  17. [Slot(0, Binding.MeshUV0)] Vector2 UV,
  18. [Slot(1, Binding.None, 0.2f, 0.2f, 0.2f, 1f)] ColorRGB ColorA,
  19. [Slot(2, Binding.None, 0.7f, 0.7f, 0.7f, 1f)] ColorRGB ColorB,
  20. [Slot(3, Binding.None, 1f, 1f, 1f, 1f)] Vector2 Frequency,
  21. [Slot(4, Binding.None, ShaderStageCapability.Fragment)] out Vector3 Out)
  22. {
  23. Out = Vector2.zero;
  24. return
  25. @"
  26. {
  27. UV = (UV.xy + 0.5) * Frequency;
  28. $precision4 derivatives = $precision4(ddx(UV), ddy(UV));
  29. $precision2 duv_length = sqrt($precision2(dot(derivatives.xz, derivatives.xz), dot(derivatives.yw, derivatives.yw)));
  30. $precision width = 1.0;
  31. $precision2 distance3 = 4.0 * abs(frac(UV + 0.25) - 0.5) - width;
  32. $precision2 scale = 0.35 / duv_length.xy;
  33. $precision freqLimiter = sqrt(clamp(1.1f - max(duv_length.x, duv_length.y), 0.0, 1.0));
  34. $precision2 vector_alpha = clamp(distance3 * scale.xy, -1.0, 1.0);
  35. $precision alpha = saturate(0.5f + 0.5f * vector_alpha.x * vector_alpha.y * freqLimiter);
  36. Out = lerp(ColorA, ColorB, alpha.xxx);
  37. }";
  38. }
  39. }
  40. }