forked from BilalY/Rasagar
48 lines
1.7 KiB
C#
48 lines
1.7 KiB
C#
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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("Procedural", "Checkerboard")]
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class CheckerboardNode : CodeFunctionNode
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{
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public CheckerboardNode()
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{
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name = "Checkerboard";
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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return GetType().GetMethod("Unity_Checkerboard", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_Checkerboard(
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[Slot(0, Binding.MeshUV0)] Vector2 UV,
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[Slot(1, Binding.None, 0.2f, 0.2f, 0.2f, 1f)] ColorRGB ColorA,
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[Slot(2, Binding.None, 0.7f, 0.7f, 0.7f, 1f)] ColorRGB ColorB,
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[Slot(3, Binding.None, 1f, 1f, 1f, 1f)] Vector2 Frequency,
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[Slot(4, Binding.None, ShaderStageCapability.Fragment)] 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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#if defined(SHADER_STAGE_RAY_TRACING)
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int2 checker = frac(Frequency * UV) > 0.5;
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Out = checker.x ^ checker.y ? ColorA : ColorB;
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#else
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UV = (UV.xy + 0.5) * Frequency;
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$precision2 distance3 = 4.0 * abs(frac(UV + 0.25) - 0.5) - 1.0;
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$precision4 derivatives = $precision4(ddx(UV), ddy(UV));
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$precision2 duv_length = sqrt($precision2(dot(derivatives.xz, derivatives.xz), dot(derivatives.yw, derivatives.yw)));
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$precision2 scale = 0.35 / duv_length.xy;
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$precision freqLimiter = sqrt(clamp(1.1f - max(duv_length.x, duv_length.y), 0.0, 1.0));
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$precision2 vector_alpha = clamp(distance3 * scale.xy, -1.0, 1.0);
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$precision alpha = saturate(0.5f + 0.5f * vector_alpha.x * vector_alpha.y * freqLimiter);
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Out = lerp(ColorA, ColorB, alpha.xxx);
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#endif
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}";
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}
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}
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}
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