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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Gradient", "Sample Gradient")]
class SampleGradient : CodeFunctionNode
{
public override int latestVersion => 1;
public SampleGradient()
{
name = "Sample Gradient";
}
public override bool hasPreview
{
get { return true; }
}
protected override MethodInfo GetFunctionToConvert()
{
switch (sgVersion)
{
case 0:
return GetType().GetMethod("Unity_SampleGradientV0", BindingFlags.Static | BindingFlags.NonPublic);
case 1:
default:
return GetType().GetMethod("Unity_SampleGradientV1", BindingFlags.Static | BindingFlags.NonPublic);
}
}
static string Unity_SampleGradientV0(
[Slot(0, Binding.None)] Gradient Gradient,
[Slot(1, Binding.None)] Vector1 Time,
[Slot(2, Binding.None)] out Vector4 Out)
{
Out = Vector4.zero;
return
@"
{
$precision3 color = Gradient.colors[0].rgb;
[unroll]
for (int c = 1; c < Gradient.colorsLength; c++)
{
$precision colorPos = saturate((Time - Gradient.colors[c - 1].w) / (Gradient.colors[c].w - Gradient.colors[c - 1].w)) * step(c, Gradient.colorsLength - 1);
color = lerp(color, Gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), Gradient.type));
}
#ifndef UNITY_COLORSPACE_GAMMA
color = SRGBToLinear(color);
#endif
$precision alpha = Gradient.alphas[0].x;
[unroll]
for (int a = 1; a < Gradient.alphasLength; a++)
{
$precision alphaPos = saturate((Time - Gradient.alphas[a - 1].y) / (Gradient.alphas[a].y - Gradient.alphas[a - 1].y)) * step(a, Gradient.alphasLength - 1);
alpha = lerp(alpha, Gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), Gradient.type));
}
Out = $precision4(color, alpha);
}
";
}
static string Unity_SampleGradientV1(
[Slot(0, Binding.None)] Gradient Gradient,
[Slot(1, Binding.None)] Vector1 Time,
[Slot(2, Binding.None)] out Vector4 Out)
{
Out = Vector4.zero;
return
@"
{
// convert to OkLab if we need perceptual color space.
$precision3 color = lerp(Gradient.colors[0].rgb, LinearToOklab(Gradient.colors[0].rgb), Gradient.type == 2);
[unroll]
for (int c = 1; c < Gradient.colorsLength; c++)
{
$precision colorPos = saturate((Time - Gradient.colors[c - 1].w) / (Gradient.colors[c].w - Gradient.colors[c - 1].w)) * step(c, Gradient.colorsLength - 1);
$precision3 color2 = lerp(Gradient.colors[c].rgb, LinearToOklab(Gradient.colors[c].rgb), Gradient.type == 2);
color = lerp(color, color2, lerp(colorPos, step(0.01, colorPos), Gradient.type % 2)); // grad.type == 1 is fixed, 0 and 2 are blends.
}
color = lerp(color, OklabToLinear(color), Gradient.type == 2);
#ifdef UNITY_COLORSPACE_GAMMA
color = LinearToSRGB(color);
#endif
$precision alpha = Gradient.alphas[0].x;
[unroll]
for (int a = 1; a < Gradient.alphasLength; a++)
{
$precision alphaPos = saturate((Time - Gradient.alphas[a - 1].y) / (Gradient.alphas[a].y - Gradient.alphas[a - 1].y)) * step(a, Gradient.alphasLength - 1);
alpha = lerp(alpha, Gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), Gradient.type % 2));
}
Out = $precision4(color, alpha);
}
";
}
}
}