initial commit
This commit is contained in:
parent
6715289efe
commit
788c3389af
37645 changed files with 2526849 additions and 80 deletions
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using System;
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using System.Collections.Generic;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Artistic", "Adjustment", "Channel Mixer")]
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class ChannelMixerNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction
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{
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public ChannelMixerNode()
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{
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name = "Channel Mixer";
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UpdateNodeAfterDeserialization();
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}
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const int InputSlotId = 0;
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const int OutputSlotId = 1;
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const string kInputSlotName = "In";
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const string kOutputSlotName = "Out";
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public override bool hasPreview
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{
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get { return true; }
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}
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string GetFunctionName()
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{
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return "Unity_ChannelMixer_$precision";
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new Vector3MaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, Vector3.zero));
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AddSlot(new Vector3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector3.zero));
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RemoveSlotsNameNotMatching(new[] { InputSlotId, OutputSlotId });
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}
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[SerializeField]
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ChannelMixer m_ChannelMixer = new ChannelMixer(new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1));
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[Serializable]
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public struct ChannelMixer
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{
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public Vector3 outRed;
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public Vector3 outGreen;
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public Vector3 outBlue;
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public ChannelMixer(Vector3 red, Vector3 green, Vector3 blue)
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{
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outRed = red;
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outGreen = green;
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outBlue = blue;
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}
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}
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[ChannelMixerControl("")]
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public ChannelMixer channelMixer
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{
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get { return m_ChannelMixer; }
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set
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{
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if ((value.outRed == m_ChannelMixer.outRed) && (value.outGreen == m_ChannelMixer.outGreen) && (value.outBlue == m_ChannelMixer.outBlue))
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return;
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m_ChannelMixer = value;
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Dirty(ModificationScope.Node);
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}
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}
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public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
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{
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var inputValue = GetSlotValue(InputSlotId, generationMode);
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var outputValue = GetSlotValue(OutputSlotId, generationMode);
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sb.AppendLine("{0} {1};", FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId));
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if (!generationMode.IsPreview())
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{
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sb.AppendLine("$precision3 _{0}_Red = $precision3 ({1}, {2}, {3});", GetVariableNameForNode(), channelMixer.outRed[0], channelMixer.outRed[1], channelMixer.outRed[2]);
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sb.AppendLine("$precision3 _{0}_Green = $precision3 ({1}, {2}, {3});", GetVariableNameForNode(), channelMixer.outGreen[0], channelMixer.outGreen[1], channelMixer.outGreen[2]);
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sb.AppendLine("$precision3 _{0}_Blue = $precision3 ({1}, {2}, {3});", GetVariableNameForNode(), channelMixer.outBlue[0], channelMixer.outBlue[1], channelMixer.outBlue[2]);
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}
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sb.AppendLine("{0}({1}, _{2}_Red, _{2}_Green, _{2}_Blue, {3});", GetFunctionName(), inputValue, GetVariableNameForNode(), outputValue);
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}
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public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
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{
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base.CollectPreviewMaterialProperties(properties);
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properties.Add(new PreviewProperty(PropertyType.Vector3)
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{
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name = string.Format("_{0}_Red", GetVariableNameForNode()),
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vector4Value = channelMixer.outRed
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});
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properties.Add(new PreviewProperty(PropertyType.Vector3)
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{
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name = string.Format("_{0}_Green", GetVariableNameForNode()),
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vector4Value = channelMixer.outGreen
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});
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properties.Add(new PreviewProperty(PropertyType.Vector3)
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{
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name = string.Format("_{0}_Blue", GetVariableNameForNode()),
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vector4Value = channelMixer.outBlue
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});
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}
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public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
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{
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if (!generationMode.IsPreview())
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return;
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base.CollectShaderProperties(properties, generationMode);
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properties.AddShaderProperty(new Vector4ShaderProperty()
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{
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overrideReferenceName = string.Format("_{0}_Red", GetVariableNameForNode()),
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generatePropertyBlock = false
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});
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properties.AddShaderProperty(new Vector4ShaderProperty()
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{
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overrideReferenceName = string.Format("_{0}_Green", GetVariableNameForNode()),
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generatePropertyBlock = false
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});
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properties.AddShaderProperty(new Vector4ShaderProperty()
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{
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overrideReferenceName = string.Format("_{0}_Blue", GetVariableNameForNode()),
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generatePropertyBlock = false
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});
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}
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public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
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{
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registry.ProvideFunction(GetFunctionName(), s =>
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{
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s.AppendLine("void {0} ({1} In, $precision3 Red, $precision3 Green, $precision3 Blue, out {2} Out)",
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GetFunctionName(),
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FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(),
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FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString());
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using (s.BlockScope())
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{
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s.AppendLine("Out = {0}(dot(In, Red), dot(In, Green), dot(In, Blue));",
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FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString());
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}
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});
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: d8d3a2d8c96e5994696f30f658efebea
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,33 @@
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using System.Reflection;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Artistic", "Adjustment", "Contrast")]
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class ContrastNode : CodeFunctionNode
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{
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public ContrastNode()
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{
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name = "Contrast";
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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return GetType().GetMethod("Unity_Contrast", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_Contrast(
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[Slot(0, Binding.None)] Vector3 In,
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[Slot(1, Binding.None, 1, 1, 1, 1)] Vector1 Contrast,
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[Slot(2, Binding.None)] out Vector3 Out)
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{
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Out = Vector2.zero;
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return
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@"
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{
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$precision midpoint = pow(0.5, 2.2);
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Out = (In - midpoint) * Contrast + midpoint;
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}";
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}
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}
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}
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@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: 94965bffe51535041a4f0a618263bf7d
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timeCreated: 1444218016
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licenseType: Pro
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
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@ -0,0 +1,114 @@
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using System.Reflection;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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namespace UnityEditor.ShaderGraph
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{
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enum HueMode
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{
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Degrees,
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Normalized
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};
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[Title("Artistic", "Adjustment", "Hue")]
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class HueNode : CodeFunctionNode
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{
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public HueNode()
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{
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name = "Hue";
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}
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[SerializeField]
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private HueMode m_HueMode = HueMode.Degrees;
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[EnumControl("Range")]
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public HueMode hueMode
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{
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get { return m_HueMode; }
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set
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{
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if (m_HueMode == value)
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return;
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m_HueMode = value;
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Dirty(ModificationScope.Graph);
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}
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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switch (m_HueMode)
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{
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case HueMode.Normalized:
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return GetType().GetMethod("Unity_Hue_Normalized", BindingFlags.Static | BindingFlags.NonPublic);
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default:
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return GetType().GetMethod("Unity_Hue_Degrees", BindingFlags.Static | BindingFlags.NonPublic);
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}
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}
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static string Unity_Hue_Degrees(
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[Slot(0, Binding.None)] Vector3 In,
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[Slot(1, Binding.None)] Vector1 Offset,
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[Slot(2, Binding.None)] out Vector3 Out)
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{
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Out = Vector3.zero;
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return
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@"
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{
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// RGB to HSV
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$precision4 K = $precision4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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$precision4 P = lerp($precision4(In.bg, K.wz), $precision4(In.gb, K.xy), step(In.b, In.g));
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$precision4 Q = lerp($precision4(P.xyw, In.r), $precision4(In.r, P.yzx), step(P.x, In.r));
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$precision D = Q.x - min(Q.w, Q.y);
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$precision E = 1e-10;
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$precision V = (D == 0) ? Q.x : (Q.x + E);
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$precision3 hsv = $precision3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), V);
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$precision hue = hsv.x + Offset / 360;
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hsv.x = (hue < 0)
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? hue + 1
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: (hue > 1)
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? hue - 1
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: hue;
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// HSV to RGB
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$precision4 K2 = $precision4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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$precision3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
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Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
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}";
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}
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static string Unity_Hue_Normalized(
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[Slot(0, Binding.None)] Vector3 In,
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[Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector1 Offset,
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[Slot(2, Binding.None)] out Vector3 Out)
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{
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Out = Vector3.zero;
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return
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@"
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{
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// RGB to HSV
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$precision4 K = $precision4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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$precision4 P = lerp($precision4(In.bg, K.wz), $precision4(In.gb, K.xy), step(In.b, In.g));
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$precision4 Q = lerp($precision4(P.xyw, In.r), $precision4(In.r, P.yzx), step(P.x, In.r));
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$precision D = Q.x - min(Q.w, Q.y);
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$precision E = 1e-10;
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$precision V = (D == 0) ? Q.x : (Q.x + E);
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$precision3 hsv = $precision3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), V);
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$precision hue = hsv.x + Offset;
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hsv.x = (hue < 0)
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? hue + 1
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: (hue > 1)
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? hue - 1
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: hue;
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// HSV to RGB
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$precision4 K2 = $precision4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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$precision3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
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Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
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}";
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}
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}
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}
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@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: 083caf0fe7ff62f438e121e934355461
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timeCreated: 1490973460
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licenseType: Pro
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
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@ -0,0 +1,174 @@
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using System;
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using System.Collections.Generic;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Artistic", "Adjustment", "Invert Colors")]
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class InvertColorsNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction
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{
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public InvertColorsNode()
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{
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name = "Invert Colors";
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UpdateNodeAfterDeserialization();
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}
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const int InputSlotId = 0;
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const int OutputSlotId = 1;
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const string kInputSlotName = "In";
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const string kOutputSlotName = "Out";
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public override bool hasPreview
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{
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get { return true; }
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}
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string GetFunctionName()
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{
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return $"Unity_InvertColors_{FindSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString()}";
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new DynamicVectorMaterialSlot(InputSlotId, kInputSlotName, kInputSlotName, SlotType.Input, Vector4.zero));
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AddSlot(new DynamicVectorMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
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RemoveSlotsNameNotMatching(new[] { InputSlotId, OutputSlotId });
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}
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int channelCount { get { return SlotValueHelper.GetChannelCount(FindSlot<MaterialSlot>(InputSlotId).concreteValueType); } }
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[SerializeField]
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private bool m_RedChannel;
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[ToggleControl("Red")]
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public ToggleData redChannel
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{
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get { return new ToggleData(m_RedChannel, channelCount > 0); }
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set
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{
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if (m_RedChannel == value.isOn)
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return;
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m_RedChannel = value.isOn;
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Dirty(ModificationScope.Node);
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}
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}
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[SerializeField]
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private bool m_GreenChannel;
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[ToggleControl("Green")]
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public ToggleData greenChannel
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{
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get { return new ToggleData(m_GreenChannel, channelCount > 1); }
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||||
set
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||||
{
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||||
if (m_GreenChannel == value.isOn)
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return;
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m_GreenChannel = value.isOn;
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||||
Dirty(ModificationScope.Node);
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||||
}
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||||
}
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||||
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[SerializeField]
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||||
private bool m_BlueChannel;
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||||
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||||
[ToggleControl("Blue")]
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||||
public ToggleData blueChannel
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||||
{
|
||||
get { return new ToggleData(m_BlueChannel, channelCount > 2); }
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||||
set
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||||
{
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||||
if (m_BlueChannel == value.isOn)
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||||
return;
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||||
m_BlueChannel = value.isOn;
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||||
Dirty(ModificationScope.Node);
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||||
}
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||||
}
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||||
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||||
private bool m_AlphaChannel;
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||||
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||||
[ToggleControl("Alpha")]
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||||
public ToggleData alphaChannel
|
||||
{
|
||||
get { return new ToggleData(m_AlphaChannel, channelCount > 3); }
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||||
set
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||||
{
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||||
if (m_AlphaChannel == value.isOn)
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||||
return;
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||||
m_AlphaChannel = value.isOn;
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||||
Dirty(ModificationScope.Node);
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||||
}
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||||
}
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||||
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||||
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
|
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{
|
||||
var inputValue = GetSlotValue(InputSlotId, generationMode);
|
||||
var outputValue = GetSlotValue(OutputSlotId, generationMode);
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sb.AppendLine("{0} {1};", FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString(), GetVariableNameForSlot(OutputSlotId));
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||||
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||||
if (!generationMode.IsPreview())
|
||||
{
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||||
sb.TryAppendIndentation();
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sb.Append("{0} _{1}_InvertColors = {0} ({2}",
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||||
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString(),
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||||
GetVariableNameForNode(),
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Convert.ToInt32(m_RedChannel));
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if (channelCount > 1)
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||||
sb.Append(", {0}", Convert.ToInt32(m_GreenChannel));
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||||
if (channelCount > 2)
|
||||
sb.Append(", {0}", Convert.ToInt32(m_BlueChannel));
|
||||
if (channelCount > 3)
|
||||
sb.Append(", {0}", Convert.ToInt32(m_AlphaChannel));
|
||||
sb.Append(");");
|
||||
sb.AppendNewLine();
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||||
}
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||||
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||||
sb.AppendLine("{0}({1}, _{2}_InvertColors, {3});", GetFunctionName(), inputValue, GetVariableNameForNode(), outputValue);
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||||
}
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||||
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||||
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
|
||||
{
|
||||
base.CollectPreviewMaterialProperties(properties);
|
||||
|
||||
properties.Add(new PreviewProperty(PropertyType.Vector4)
|
||||
{
|
||||
name = string.Format("_{0}_InvertColors", GetVariableNameForNode()),
|
||||
vector4Value = new Vector4(Convert.ToInt32(m_RedChannel), Convert.ToInt32(m_GreenChannel), Convert.ToInt32(m_BlueChannel), Convert.ToInt32(m_AlphaChannel)),
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||||
});
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||||
}
|
||||
|
||||
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
|
||||
{
|
||||
if (!generationMode.IsPreview())
|
||||
return;
|
||||
|
||||
base.CollectShaderProperties(properties, generationMode);
|
||||
|
||||
properties.AddShaderProperty(new Vector4ShaderProperty
|
||||
{
|
||||
overrideReferenceName = string.Format("_{0}_InvertColors", GetVariableNameForNode()),
|
||||
generatePropertyBlock = false
|
||||
});
|
||||
}
|
||||
|
||||
public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
|
||||
{
|
||||
registry.ProvideFunction(GetFunctionName(), s =>
|
||||
{
|
||||
s.AppendLine("void {0}({1} In, {2} InvertColors, out {3} Out)",
|
||||
GetFunctionName(),
|
||||
FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(),
|
||||
FindInputSlot<MaterialSlot>(InputSlotId).concreteValueType.ToShaderString(),
|
||||
FindOutputSlot<MaterialSlot>(OutputSlotId).concreteValueType.ToShaderString());
|
||||
|
||||
using (s.BlockScope())
|
||||
{
|
||||
s.AppendLine("Out = abs(InvertColors - In);");
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3e16bd8daac9e4e42861472225b22405
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,36 @@
|
|||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityEditor.ShaderGraph
|
||||
{
|
||||
[Title("Artistic", "Adjustment", "Replace Color")]
|
||||
class ReplaceColorNode : CodeFunctionNode
|
||||
{
|
||||
public ReplaceColorNode()
|
||||
{
|
||||
name = "Replace Color";
|
||||
}
|
||||
|
||||
protected override MethodInfo GetFunctionToConvert()
|
||||
{
|
||||
return GetType().GetMethod("Unity_ReplaceColor", BindingFlags.Static | BindingFlags.NonPublic);
|
||||
}
|
||||
|
||||
static string Unity_ReplaceColor(
|
||||
[Slot(0, Binding.None)] Vector3 In,
|
||||
[Slot(1, Binding.None)] ColorRGB From,
|
||||
[Slot(2, Binding.None)] ColorRGB To,
|
||||
[Slot(3, Binding.None)] Vector1 Range,
|
||||
[Slot(5, Binding.None)] Vector1 Fuzziness,
|
||||
[Slot(4, Binding.None)] out Vector3 Out)
|
||||
{
|
||||
Out = Vector3.zero;
|
||||
return
|
||||
@"
|
||||
{
|
||||
$precision Distance = distance(From, In);
|
||||
Out = lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 1e-5f)));
|
||||
}";
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a60be5fb80fbbdb449fcc95fa2256cc5
|
||||
timeCreated: 1444218016
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,33 @@
|
|||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityEditor.ShaderGraph
|
||||
{
|
||||
[Title("Artistic", "Adjustment", "Saturation")]
|
||||
class SaturationNode : CodeFunctionNode
|
||||
{
|
||||
public SaturationNode()
|
||||
{
|
||||
name = "Saturation";
|
||||
}
|
||||
|
||||
protected override MethodInfo GetFunctionToConvert()
|
||||
{
|
||||
return GetType().GetMethod("Unity_Saturation", BindingFlags.Static | BindingFlags.NonPublic);
|
||||
}
|
||||
|
||||
static string Unity_Saturation(
|
||||
[Slot(0, Binding.None)] Vector3 In,
|
||||
[Slot(1, Binding.None, 1, 1, 1, 1)] Vector1 Saturation,
|
||||
[Slot(2, Binding.None)] out Vector3 Out)
|
||||
{
|
||||
Out = Vector3.zero;
|
||||
return @"
|
||||
{
|
||||
$precision luma = dot(In, $precision3(0.2126729, 0.7151522, 0.0721750));
|
||||
Out = luma.xxx + Saturation.xxx * (In - luma.xxx);
|
||||
}
|
||||
";
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8f3854e9ab30c854b93e88a2e560463e
|
||||
timeCreated: 1444218016
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,71 @@
|
|||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityEditor.ShaderGraph
|
||||
{
|
||||
[Title("Artistic", "Adjustment", "White Balance")]
|
||||
class WhiteBalanceNode : CodeFunctionNode
|
||||
{
|
||||
public WhiteBalanceNode()
|
||||
{
|
||||
name = "White Balance";
|
||||
}
|
||||
|
||||
protected override MethodInfo GetFunctionToConvert()
|
||||
{
|
||||
return GetType().GetMethod("Unity_WhiteBalance", BindingFlags.Static | BindingFlags.NonPublic);
|
||||
}
|
||||
|
||||
static string Unity_WhiteBalance(
|
||||
[Slot(0, Binding.None)] Vector3 In,
|
||||
[Slot(1, Binding.None)] Vector1 Temperature,
|
||||
[Slot(2, Binding.None)] Vector1 Tint,
|
||||
[Slot(3, Binding.None)] out Vector3 Out)
|
||||
{
|
||||
Out = Vector3.zero;
|
||||
return @"
|
||||
{
|
||||
// Range ~[-1.67;1.67] works best
|
||||
$precision t1 = Temperature * 10 / 6;
|
||||
$precision t2 = Tint * 10 / 6;
|
||||
|
||||
// Get the CIE xy chromaticity of the reference white point.
|
||||
// Note: 0.31271 = x value on the D65 white point
|
||||
$precision x = 0.31271 - t1 * (t1 < 0 ? 0.1 : 0.05);
|
||||
$precision standardIlluminantY = 2.87 * x - 3 * x * x - 0.27509507;
|
||||
$precision y = standardIlluminantY + t2 * 0.05;
|
||||
|
||||
// Calculate the coefficients in the LMS space.
|
||||
$precision3 w1 = $precision3(0.949237, 1.03542, 1.08728); // D65 white point
|
||||
|
||||
// CIExyToLMS
|
||||
$precision Y = 1;
|
||||
$precision X = Y * x / y;
|
||||
$precision Z = Y * (1 - x - y) / y;
|
||||
$precision L = 0.7328 * X + 0.4296 * Y - 0.1624 * Z;
|
||||
$precision M = -0.7036 * X + 1.6975 * Y + 0.0061 * Z;
|
||||
$precision S = 0.0030 * X + 0.0136 * Y + 0.9834 * Z;
|
||||
$precision3 w2 = $precision3(L, M, S);
|
||||
|
||||
$precision3 balance = $precision3(w1.x / w2.x, w1.y / w2.y, w1.z / w2.z);
|
||||
|
||||
$precision3x3 LIN_2_LMS_MAT = {
|
||||
3.90405e-1, 5.49941e-1, 8.92632e-3,
|
||||
7.08416e-2, 9.63172e-1, 1.35775e-3,
|
||||
2.31082e-2, 1.28021e-1, 9.36245e-1
|
||||
};
|
||||
|
||||
$precision3x3 LMS_2_LIN_MAT = {
|
||||
2.85847e+0, -1.62879e+0, -2.48910e-2,
|
||||
-2.10182e-1, 1.15820e+0, 3.24281e-4,
|
||||
-4.18120e-2, -1.18169e-1, 1.06867e+0
|
||||
};
|
||||
|
||||
$precision3 lms = mul(LIN_2_LMS_MAT, In);
|
||||
lms *= balance;
|
||||
Out = mul(LMS_2_LIN_MAT, lms);
|
||||
}
|
||||
";
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c09bf9b59c16e0d48b9a346376d28640
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Add table
Add a link
Reference in a new issue