Branch ノード
説明
シェーダーに任意の分岐を提供します。入力 Predicate が true の場合は返される出力値が入力 True と等しくなり、そうでない場合は入力 False と等しくなります。これは、シェーダーステージによって頂点ごとまたはピクセルごとに判定されます。分岐の両側がシェーダー内で評価され、使用されていない分岐は破棄されます。
ポート
Name |
Direction |
タイプ |
バインディング |
説明 |
Predicate |
入力 |
Boolean |
なし |
どちらの入力を返すかを決定します。 |
True |
入力 |
任意のベクトル型 |
なし |
Predicate が true の場合に返されます。 |
False |
入力 |
任意のベクトル型 |
なし |
Predicate が false の場合に返されます。 |
Out |
出力 |
Boolean |
なし |
出力値 |
生成されるコードの例
以下のサンプルコードは、このノードの出力の一例を示したものです。
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
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