Codestyle fixes and some nodes docs
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@@ -594,23 +594,22 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
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// Cycle Gradient
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case 45:
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{
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//float gradient = 1 - lenght(uv * 2);
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//float gradient = 1 - length(uv * 2);
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const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2();
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value = writeLocal(ValueType::Float, String::Format(TEXT("1 - length({0} * 2)"), uv.Value), node);
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break;
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}
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//Falloff and Offset
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// Falloff and Offset
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case 46:
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{
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//float out = clamp((((Value - (1 - Offset)) + Falloff) / Falloff),0,1)
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const auto Value = tryGetValue(node->GetBox(0), ShaderGraphValue(0.0f));
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const auto Offset = tryGetValue(node->GetBox(1), node->Values[0].AsFloat);
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const auto Falloff = tryGetValue(node->GetBox(2), node->Values[1].AsFloat);
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value = writeLocal(ValueType::Float, String::Format(TEXT("clamp(((({0} - (1 - {1})) + {2}) / {2}),0,1)"), Value.Value, Offset.Value, Falloff.Value), node);
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const auto in = tryGetValue(node->GetBox(0), ShaderGraphValue::Zero);
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const auto graphValue = tryGetValue(node->GetBox(1), node->Values[0].AsFloat);
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const auto falloff = tryGetValue(node->GetBox(2), node->Values[1].AsFloat);
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value = writeLocal(ValueType::Float, String::Format(TEXT("saturate(((({0} - (1.0 - {1})) + {2}) / {2}))"), in.Value, graphValue.Value, falloff.Value), node);
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break;
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}
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//Linear Gradient
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// Linear Gradient
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case 47:
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{
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// float2 uv = Input0.xy;
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@@ -620,19 +619,16 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
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const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2();
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const auto rotationAngle = tryGetValue(node->GetBox(1), node->Values[0].AsFloat).AsFloat();
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const auto Mirror = tryGetValue(node->GetBox(2), node->Values[1].AsBool).AsBool();
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const auto mirror = tryGetValue(node->GetBox(2), node->Values[1].AsBool).AsBool();
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auto c = writeLocal(ValueType::Float, String::Format(TEXT("cos({0})"), rotationAngle.Value), node);
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auto s = writeLocal(ValueType::Float, String::Format(TEXT("sin({0})"), rotationAngle.Value), node);
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auto A = writeLocal(ValueType::Float2, String::Format(TEXT("1.0 - float2({1} * {0}.x + {2} * {0}.y,{1} * {0}.y - {2} * {0}.x)"), uv.Value, c.Value, s.Value), node);
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auto a = writeLocal(ValueType::Float2, String::Format(TEXT("1.0 - float2({1} * {0}.x + {2} * {0}.y,{1} * {0}.y - {2} * {0}.x)"), uv.Value, c.Value, s.Value), node);
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value = writeLocal(
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ValueType::Float2,
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String::Format(TEXT
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(
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"float2({0} ? abs({1}.x < 1.0 ? ({1}.x - 0.5) * 2 : (2 - (({1}.x - 0.5) * 2)) * -1) : {1}.x < 1.0 ? ({1}.x - 0.5) * 2 : 1,{0} ? abs({1}.y < 1.0 ? ({1}.y - 0.5) * 2 : (2 - (({1}.y - 0.5) * 2)) * -1) : {1}.y < 1.0 ? ({1}.y - 0.5) * 2 : 1)"
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),
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Mirror.Value,
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A.Value),
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ValueType::Float2, String::Format(TEXT
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(
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"float2({0} ? abs({1}.x < 1.0 ? ({1}.x - 0.5) * 2 : (2 - (({1}.x - 0.5) * 2)) * -1) : {1}.x < 1.0 ? ({1}.x - 0.5) * 2 : 1,{0} ? abs({1}.y < 1.0 ? ({1}.y - 0.5) * 2 : (2 - (({1}.y - 0.5) * 2)) * -1) : {1}.y < 1.0 ? ({1}.y - 0.5) * 2 : 1)"
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), mirror.Value, a.Value),
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node);
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break;
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}
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@@ -654,23 +650,23 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
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// float OuterMask = FalloffAndOffset(1-c,1-InnerBounds,Falloff)
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// float Mask = OuterMask * InnerMask;
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//ToDo: cheak if there is some useless operetors
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// TODO: check if there is some useless operators
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//expanded
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//float cycleGradient = 1 - lenght(uv * 2);
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//float cycleGradient = 1 - length(uv * 2);
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//float InnerMask = clamp((((c - (1 - (OuterBounds - Falloff))) + Falloff) / Falloff),0,1)
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//float OuterMask = clamp(((((1-c) - (1 - (1-InnerBounds))) + Falloff) / Falloff),0,1)
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//float Mask = OuterMask * InnerMask;
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const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2();
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const auto OuterBounds = tryGetValue(node->GetBox(1), node->Values[0].AsFloat).AsFloat();
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const auto InnerBounds = tryGetValue(node->GetBox(2), node->Values[1].AsFloat).AsFloat();
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const auto Falloff = tryGetValue(node->GetBox(3), node->Values[2].AsFloat).AsFloat();
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const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2();
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const auto outerBounds = tryGetValue(node->GetBox(1), node->Values[0].AsFloat).AsFloat();
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const auto innerBounds = tryGetValue(node->GetBox(2), node->Values[1].AsFloat).AsFloat();
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const auto falloff = tryGetValue(node->GetBox(3), node->Values[2].AsFloat).AsFloat();
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auto c = writeLocal(ValueType::Float, String::Format(TEXT("1 - length({0} * 2)"), uv.Value), node);
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auto InnerMask = writeLocal(ValueType::Float, String::Format(TEXT("clamp(((({0} - (1 - ({1} - {2}))) + {2}) / {2}),0,1)"), c.Value, OuterBounds.Value, Falloff.Value), node);
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auto OuterMask = writeLocal(ValueType::Float, String::Format(TEXT("clamp(((((1-{0}) - (1 - (1-{1}))) + {2}) / {2}),0,1)"), c.Value, InnerBounds.Value, Falloff.Value), node);
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auto Mask = writeLocal(ValueType::Float, String::Format(TEXT("{0} * {1}"), InnerMask.Value, OuterMask.Value), node);
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value = writeLocal(ValueType::Float3, String::Format(TEXT("float3({0},{1},{2})"), InnerMask.Value, OuterMask.Value, Mask.Value), node);
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auto innerMask = writeLocal(ValueType::Float, String::Format(TEXT("clamp(((({0} - (1 - ({1} - {2}))) + {2}) / {2}),0,1)"), c.Value, outerBounds.Value, falloff.Value), node);
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auto outerMask = writeLocal(ValueType::Float, String::Format(TEXT("clamp(((((1-{0}) - (1 - (1-{1}))) + {2}) / {2}),0,1)"), c.Value, innerBounds.Value, falloff.Value), node);
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auto mask = writeLocal(ValueType::Float, String::Format(TEXT("{0} * {1}"), innerMask.Value, outerMask.Value), node);
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value = writeLocal(ValueType::Float3, String::Format(TEXT("float3({0},{1},{2})"), innerMask.Value, outerMask.Value, mask.Value), node);
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break;
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}
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default:
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