A game about forced loneliness, made by TACStudios
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1using System.Reflection; 2using UnityEngine; 3 4namespace UnityEditor.ShaderGraph 5{ 6 [Title("Input", "Gradient", "Sample Gradient")] 7 class SampleGradient : CodeFunctionNode 8 { 9 public override int latestVersion => 1; 10 public SampleGradient() 11 { 12 name = "Sample Gradient"; 13 } 14 15 public override bool hasPreview 16 { 17 get { return true; } 18 } 19 20 protected override MethodInfo GetFunctionToConvert() 21 { 22 switch (sgVersion) 23 { 24 case 0: 25 return GetType().GetMethod("Unity_SampleGradientV0", BindingFlags.Static | BindingFlags.NonPublic); 26 case 1: 27 default: 28 return GetType().GetMethod("Unity_SampleGradientV1", BindingFlags.Static | BindingFlags.NonPublic); 29 } 30 } 31 32 static string Unity_SampleGradientV0( 33 [Slot(0, Binding.None)] Gradient Gradient, 34 [Slot(1, Binding.None)] Vector1 Time, 35 [Slot(2, Binding.None)] out Vector4 Out) 36 { 37 Out = Vector4.zero; 38 return 39@" 40{ 41 $precision3 color = Gradient.colors[0].rgb; 42 [unroll] 43 for (int c = 1; c < Gradient.colorsLength; c++) 44 { 45 $precision colorPos = saturate((Time - Gradient.colors[c - 1].w) / (Gradient.colors[c].w - Gradient.colors[c - 1].w)) * step(c, Gradient.colorsLength - 1); 46 color = lerp(color, Gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), Gradient.type)); 47 } 48#ifndef UNITY_COLORSPACE_GAMMA 49 color = SRGBToLinear(color); 50#endif 51 $precision alpha = Gradient.alphas[0].x; 52 [unroll] 53 for (int a = 1; a < Gradient.alphasLength; a++) 54 { 55 $precision alphaPos = saturate((Time - Gradient.alphas[a - 1].y) / (Gradient.alphas[a].y - Gradient.alphas[a - 1].y)) * step(a, Gradient.alphasLength - 1); 56 alpha = lerp(alpha, Gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), Gradient.type)); 57 } 58 Out = $precision4(color, alpha); 59} 60"; 61 } 62 63 static string Unity_SampleGradientV1( 64 [Slot(0, Binding.None)] Gradient Gradient, 65 [Slot(1, Binding.None)] Vector1 Time, 66 [Slot(2, Binding.None)] out Vector4 Out) 67 { 68 Out = Vector4.zero; 69 return 70@" 71{ 72 // convert to OkLab if we need perceptual color space. 73 $precision3 color = lerp(Gradient.colors[0].rgb, LinearToOklab(Gradient.colors[0].rgb), Gradient.type == 2); 74 75 [unroll] 76 for (int c = 1; c < Gradient.colorsLength; c++) 77 { 78 $precision colorPos = saturate((Time - Gradient.colors[c - 1].w) / (Gradient.colors[c].w - Gradient.colors[c - 1].w)) * step(c, Gradient.colorsLength - 1); 79 $precision3 color2 = lerp(Gradient.colors[c].rgb, LinearToOklab(Gradient.colors[c].rgb), Gradient.type == 2); 80 color = lerp(color, color2, lerp(colorPos, step(0.01, colorPos), Gradient.type % 2)); // grad.type == 1 is fixed, 0 and 2 are blends. 81 } 82 color = lerp(color, OklabToLinear(color), Gradient.type == 2); 83 84#ifdef UNITY_COLORSPACE_GAMMA 85 color = LinearToSRGB(color); 86#endif 87 88 $precision alpha = Gradient.alphas[0].x; 89 [unroll] 90 for (int a = 1; a < Gradient.alphasLength; a++) 91 { 92 $precision alphaPos = saturate((Time - Gradient.alphas[a - 1].y) / (Gradient.alphas[a].y - Gradient.alphas[a - 1].y)) * step(a, Gradient.alphasLength - 1); 93 alpha = lerp(alpha, Gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), Gradient.type % 2)); 94 } 95 96 Out = $precision4(color, alpha); 97} 98"; 99 } 100 } 101}