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authorchai <chaifix@163.com>2020-10-23 13:08:43 +0800
committerchai <chaifix@163.com>2020-10-23 13:08:43 +0800
commitb82da95b5181ac8bbae38efb13e950d5e88a4caa (patch)
tree48a6f3269276484bbc7cfc95f0651f40a2176aa1 /Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/Textures/TFHCPixelate.cs
parent917e9e0b320775634dc2e710f7deac74fd0822f0 (diff)
*移动amplify shader editor到third party目录
Diffstat (limited to 'Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/Textures/TFHCPixelate.cs')
-rw-r--r--Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/Textures/TFHCPixelate.cs54
1 files changed, 0 insertions, 54 deletions
diff --git a/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/Textures/TFHCPixelate.cs b/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/Textures/TFHCPixelate.cs
deleted file mode 100644
index 3d778d9c..00000000
--- a/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/Textures/TFHCPixelate.cs
+++ /dev/null
@@ -1,54 +0,0 @@
-// Amplify Shader Editor - Visual Shader Editing Tool
-// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
-//
-// Custom Node Pixelate UV
-// Donated by The Four Headed Cat - @fourheadedcat
-
-using UnityEngine;
-using UnityEditor;
-using System;
-
-namespace AmplifyShaderEditor
-{
- [Serializable]
- [NodeAttributes( "Pixelate UV", "UV Coordinates", "Pixelate Texture Modifying UV.", null, KeyCode.None, true, false, null, null, "The Four Headed Cat - @fourheadedcat" )]
- public sealed class TFHCPixelate : ParentNode
- {
- protected override void CommonInit( int uniqueId )
- {
- base.CommonInit( uniqueId );
- AddInputPort( WirePortDataType.FLOAT2, true, "UV" );
- AddInputPort( WirePortDataType.FLOAT, false, "Pixels X" );
- AddInputPort( WirePortDataType.FLOAT, false, "Pixels Y" );
- AddOutputPort( WirePortDataType.FLOAT2, "Out" );
- m_useInternalPortData = true;
- m_previewShaderGUID = "e2f7e3c513ed18340868b8cbd0d85cfb";
- }
-
- public override void DrawProperties()
- {
- base.DrawProperties ();
- EditorGUILayout.HelpBox ("Pixelate UV.\n\n - UV is the Texture Coordinates to pixelate.\n - Pixels X is the number of horizontal pixels\n - Pixels Y is the number of vertical pixels.", MessageType.None);
-
- }
-
- public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
- {
- string uv = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );
- string PixelCount_X = m_inputPorts[ 1 ].GeneratePortInstructions( ref dataCollector );
- string PixelCount_Y = m_inputPorts[ 2 ].GeneratePortInstructions( ref dataCollector );
-
- string pixelWidth = "float pixelWidth" + OutputId + " = 1.0f / " + PixelCount_X + ";";
- string pixelHeight = "float pixelHeight" + OutputId + " = 1.0f / " + PixelCount_Y + ";";
- string pixelatedUV = "half2 pixelateduv" + OutputId + " = half2((int)(" + uv + ".x / pixelWidth" + OutputId + ") * pixelWidth" + OutputId + ", (int)(" + uv + ".y / pixelHeight" + OutputId + ") * pixelHeight" + OutputId + ");";
- string result = "pixelateduv" + OutputId;
-
- dataCollector.AddLocalVariable( UniqueId, pixelWidth );
- dataCollector.AddLocalVariable( UniqueId, pixelHeight );
- dataCollector.AddLocalVariable( UniqueId, pixelatedUV );
-
- return GetOutputVectorItem( 0, outputId, result);
-
- }
- }
-}