mathe/Library/PackageCache/com.unity.shadergraph@14.0.8/Editor/Data/Nodes/UV/RotateNode.cs
2024-09-20 20:30:10 +02:00

109 lines
2.6 KiB
C#

using System.Reflection;
using UnityEngine;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
enum RotationUnit
{
Radians,
Degrees
};
[Title("UV", "Rotate")]
class RotateNode : CodeFunctionNode
{
[SerializeField]
private RotationUnit m_Unit = RotationUnit.Radians;
[EnumControl("Unit")]
public RotationUnit unit
{
get { return m_Unit; }
set
{
if (m_Unit == value)
return;
m_Unit = value;
Dirty(ModificationScope.Graph);
}
}
public RotateNode()
{
name = "Rotate";
}
protected override MethodInfo GetFunctionToConvert()
{
if (m_Unit == RotationUnit.Radians)
return GetType().GetMethod("Unity_Rotate_Radians", BindingFlags.Static | BindingFlags.NonPublic);
else
return GetType().GetMethod("Unity_Rotate_Degrees", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Rotate_Radians(
[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 Center,
[Slot(2, Binding.None)] Vector1 Rotation,
[Slot(3, Binding.None)] out Vector2 Out)
{
Out = Vector2.zero;
return
@"
{
//rotation matrix
UV -= Center;
$precision s = sin(Rotation);
$precision c = cos(Rotation);
//center rotation matrix
$precision2x2 rMatrix = $precision2x2(c, -s, s, c);
rMatrix *= 0.5;
rMatrix += 0.5;
rMatrix = rMatrix*2 - 1;
//multiply the UVs by the rotation matrix
UV.xy = mul(UV.xy, rMatrix);
UV += Center;
Out = UV;
}";
}
static string Unity_Rotate_Degrees(
[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 Center,
[Slot(2, Binding.None)] Vector1 Rotation,
[Slot(3, Binding.None)] out Vector2 Out)
{
Out = Vector2.zero;
return @"
{
//rotation matrix
Rotation = Rotation * (3.1415926f/180.0f);
UV -= Center;
$precision s = sin(Rotation);
$precision c = cos(Rotation);
//center rotation matrix
$precision2x2 rMatrix = $precision2x2(c, -s, s, c);
rMatrix *= 0.5;
rMatrix += 0.5;
rMatrix = rMatrix*2 - 1;
//multiply the UVs by the rotation matrix
UV.xy = mul(UV.xy, rMatrix);
UV += Center;
Out = UV;
}";
}
}
}