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- using System.Reflection;
- using UnityEngine;
- using UnityEditor.ShaderGraph.Drawing.Controls;
- using UnityEditor.Graphing;
- namespace UnityEditor.ShaderGraph
- {
- enum RotationUnit
- {
- Radians,
- Degrees
- };
- [Title("UV", "Rotate")]
- class RotateNode : CodeFunctionNode
- {
- [SerializeField]
- private RotationUnit m_Unit = RotationUnit.Radians;
- [EnumControl("Unit")]
- public RotationUnit unit
- {
- get { return m_Unit; }
- set
- {
- if (m_Unit == value)
- return;
- m_Unit = value;
- Dirty(ModificationScope.Graph);
- }
- }
- public RotateNode()
- {
- name = "Rotate";
- }
- protected override MethodInfo GetFunctionToConvert()
- {
- if (m_Unit == RotationUnit.Radians)
- return GetType().GetMethod("Unity_Rotate_Radians", BindingFlags.Static | BindingFlags.NonPublic);
- else
- return GetType().GetMethod("Unity_Rotate_Degrees", BindingFlags.Static | BindingFlags.NonPublic);
- }
- static string Unity_Rotate_Radians(
- [Slot(0, Binding.MeshUV0)] Vector2 UV,
- [Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 Center,
- [Slot(2, Binding.None)] Vector1 Rotation,
- [Slot(3, Binding.None)] out Vector2 Out)
- {
- Out = Vector2.zero;
- return
- @"
- {
- //rotation matrix
- UV -= Center;
- $precision s = sin(Rotation);
- $precision c = cos(Rotation);
- //center rotation matrix
- $precision2x2 rMatrix = $precision2x2(c, -s, s, c);
- rMatrix *= 0.5;
- rMatrix += 0.5;
- rMatrix = rMatrix*2 - 1;
- //multiply the UVs by the rotation matrix
- UV.xy = mul(UV.xy, rMatrix);
- UV += Center;
- Out = UV;
- }";
- }
- static string Unity_Rotate_Degrees(
- [Slot(0, Binding.MeshUV0)] Vector2 UV,
- [Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 Center,
- [Slot(2, Binding.None)] Vector1 Rotation,
- [Slot(3, Binding.None)] out Vector2 Out)
- {
- Out = Vector2.zero;
- return @"
- {
- //rotation matrix
- Rotation = Rotation * (3.1415926f/180.0f);
- UV -= Center;
- $precision s = sin(Rotation);
- $precision c = cos(Rotation);
- //center rotation matrix
- $precision2x2 rMatrix = $precision2x2(c, -s, s, c);
- rMatrix *= 0.5;
- rMatrix += 0.5;
- rMatrix = rMatrix*2 - 1;
- //multiply the UVs by the rotation matrix
- UV.xy = mul(UV.xy, rMatrix);
- UV += Center;
- Out = UV;
- }";
- }
- }
- }
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