UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Data/Nodes/Procedural/CheckerboardNode.cs

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2024-10-27 10:53:47 +03:00
using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Procedural", "Checkerboard")]
class CheckerboardNode : CodeFunctionNode
{
public CheckerboardNode()
{
name = "Checkerboard";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Checkerboard", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Checkerboard(
[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(1, Binding.None, 0.2f, 0.2f, 0.2f, 1f)] ColorRGB ColorA,
[Slot(2, Binding.None, 0.7f, 0.7f, 0.7f, 1f)] ColorRGB ColorB,
[Slot(3, Binding.None, 1f, 1f, 1f, 1f)] Vector2 Frequency,
[Slot(4, Binding.None, ShaderStageCapability.Fragment)] out Vector3 Out)
{
Out = Vector2.zero;
return
@"
{
#if defined(SHADER_STAGE_RAY_TRACING)
int2 checker = frac(Frequency * UV) > 0.5;
Out = checker.x ^ checker.y ? ColorA : ColorB;
#else
UV = (UV.xy + 0.5) * Frequency;
$precision2 distance3 = 4.0 * abs(frac(UV + 0.25) - 0.5) - 1.0;
$precision4 derivatives = $precision4(ddx(UV), ddy(UV));
$precision2 duv_length = sqrt($precision2(dot(derivatives.xz, derivatives.xz), dot(derivatives.yw, derivatives.yw)));
$precision2 scale = 0.35 / duv_length.xy;
$precision freqLimiter = sqrt(clamp(1.1f - max(duv_length.x, duv_length.y), 0.0, 1.0));
$precision2 vector_alpha = clamp(distance3 * scale.xy, -1.0, 1.0);
$precision alpha = saturate(0.5f + 0.5f * vector_alpha.x * vector_alpha.y * freqLimiter);
Out = lerp(ColorA, ColorB, alpha.xxx);
#endif
}";
}
}
}