initial commit

This commit is contained in:
Jo 2025-01-07 02:06:59 +01:00
parent 6715289efe
commit 788c3389af
37645 changed files with 2526849 additions and 80 deletions

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using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Lighting", "Ambient")]
class AmbientNode : AbstractMaterialNode
{
const string kOutputSlotName = "Color/Sky";
const string kOutputSlot1Name = "Equator";
const string kOutputSlot2Name = "Ground";
public const int OutputSlotId = 0;
public const int OutputSlot1Id = 1;
public const int OutputSlot2Id = 2;
public AmbientNode()
{
name = "Ambient";
synonyms = new string[] { "scene color" };
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new ColorRGBMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero, ColorMode.Default));
AddSlot(new ColorRGBMaterialSlot(OutputSlot1Id, kOutputSlot1Name, kOutputSlot1Name, SlotType.Output, Vector4.zero, ColorMode.Default));
AddSlot(new ColorRGBMaterialSlot(OutputSlot2Id, kOutputSlot2Name, kOutputSlot2Name, SlotType.Output, Vector4.zero, ColorMode.Default));
RemoveSlotsNameNotMatching(new[] { OutputSlotId, OutputSlot1Id, OutputSlot2Id });
}
public override string GetVariableNameForSlot(int slotId)
{
switch (slotId)
{
case OutputSlot1Id:
return "SHADERGRAPH_AMBIENT_EQUATOR";
case OutputSlot2Id:
return "SHADERGRAPH_AMBIENT_GROUND";
default:
return "SHADERGRAPH_AMBIENT_SKY";
}
}
}
}

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icon: {instanceID: 0}
userData:

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using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{
[FormerName("UnityEditor.ShaderGraph.BakedGAbstractMaterialNode")]
[FormerName("UnityEditor.ShaderGraph.LightProbeNode")]
[Title("Input", "Lighting", "Baked GI")]
class BakedGINode : CodeFunctionNode
{
public override bool hasPreview { get { return false; } }
public BakedGINode()
{
name = "Baked GI";
synonyms = new string[] { "global illumination" };
}
protected override MethodInfo GetFunctionToConvert()
{
if (applyScaling.isOn)
return GetType().GetMethod("Unity_BakedGIScale", BindingFlags.Static | BindingFlags.NonPublic);
else
return GetType().GetMethod("Unity_BakedGI", BindingFlags.Static | BindingFlags.NonPublic);
}
[SerializeField]
private bool m_ApplyScaling = true;
[ToggleControl("Apply Lightmap Scaling")]
public ToggleData applyScaling
{
get { return new ToggleData(m_ApplyScaling); }
set
{
if (m_ApplyScaling == value.isOn)
return;
m_ApplyScaling = value.isOn;
Dirty(ModificationScope.Node);
}
}
static string Unity_BakedGI(
[Slot(2, Binding.WorldSpacePosition)] Vector3 Position,
[Slot(0, Binding.WorldSpaceNormal)] Vector3 Normal,
[Slot(3, Binding.MeshUV1)] Vector2 StaticUV,
[Slot(4, Binding.MeshUV2)] Vector2 DynamicUV,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.one;
return
@"
{
Out = SHADERGRAPH_BAKED_GI(Position, Normal, StaticUV, DynamicUV, false);
}
";
}
static string Unity_BakedGIScale(
[Slot(2, Binding.WorldSpacePosition)] Vector3 Position,
[Slot(0, Binding.WorldSpaceNormal)] Vector3 Normal,
[Slot(3, Binding.MeshUV1)] Vector2 StaticUV,
[Slot(4, Binding.MeshUV2)] Vector2 DynamicUV,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.one;
return
@"
{
Out = SHADERGRAPH_BAKED_GI(Position, Normal, StaticUV, DynamicUV, true);
}
";
}
}
}

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fileFormatVersion: 2
guid: 5f77cdea8b1204b12bb03da3dd3bd3b6
timeCreated: 1495482070
licenseType: Pro
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userData:
assetBundleName:
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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Lighting", "Reflection Probe")]
class ReflectionProbeNode : CodeFunctionNode
{
public ReflectionProbeNode()
{
name = "Reflection Probe";
synonyms = new string[] { "light probe", "cube map", "environment" };
}
public override bool hasPreview { get { return false; } }
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_ReflectionProbe", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_ReflectionProbe(
[Slot(0, Binding.ObjectSpaceViewDirection)] Vector3 ViewDir,
[Slot(1, Binding.ObjectSpaceNormal)] Vector3 Normal,
[Slot(2, Binding.None)] Vector1 LOD,
[Slot(3, Binding.None)] out Vector3 Out)
{
Out = Vector3.one;
return
@"
{
Out = SHADERGRAPH_REFLECTION_PROBE(ViewDir, Normal, LOD);
}
";
}
}
}

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