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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Procedural", "Shape", "Polygon")]
class PolygonNode : CodeFunctionNode
{
public PolygonNode()
{
name = "Polygon";
synonyms = new string[] { "shape" };
}
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);
#if defined(SHADER_STAGE_RAY_TRACING)
Out = saturate((1.0 - distance) * 1e7);
#else
Out = saturate((1 - distance) / fwidth(distance));
#endif
}
";
}
}
}