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- using System.Reflection;
- using UnityEngine;
- namespace UnityEditor.ShaderGraph
- {
- [Title("Procedural", "Shape", "Polygon")]
- class PolygonNode : CodeFunctionNode
- {
- public PolygonNode()
- {
- name = "Polygon";
- }
- protected override MethodInfo GetFunctionToConvert()
- {
- return GetType().GetMethod("Unity_Polygon", BindingFlags.Static | BindingFlags.NonPublic);
- }
- static string Unity_Polygon(
- [Slot(0, Binding.MeshUV0)] Vector2 UV,
- [Slot(1, Binding.None, 6, 0, 0, 0)] Vector1 Sides,
- [Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width,
- [Slot(3, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height,
- [Slot(4, Binding.None, ShaderStageCapability.Fragment)] out DynamicDimensionVector Out)
- {
- return
- @"
- {
- $precision pi = 3.14159265359;
- $precision aWidth = Width * cos(pi / Sides);
- $precision aHeight = Height * cos(pi / Sides);
- $precision2 uv = (UV * 2 - 1) / $precision2(aWidth, aHeight);
- uv.y *= -1;
- $precision pCoord = atan2(uv.x, uv.y);
- $precision r = 2 * pi / Sides;
- $precision distance = cos(floor(0.5 + pCoord / r) * r - pCoord) * length(uv);
- Out = saturate((1 - distance) / fwidth(distance));
- }
- ";
- }
- }
- }
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