Rectangle ノード
説明
入力 UV に基づいて、入力 Width および Height に指定されたサイズの矩形を生成します。Tiling And Offset ノード を接続すると、生成された形状のオフセットやタイル化が可能です。UV 空間内での形状のオフセット機能を維持するため、タイル化の際に形状は自動的に反復されないようになっています。矩形の反復する効果を作り出すには、まず Fraction ノード を使って入力を接続してください。
注意: この ノード は、Fragment シェーダーステージ でのみ使用可能です。
ポート
Name |
Direction |
タイプ |
バインディング |
説明 |
UV |
入力 |
Vector 2 |
UV |
入力 UV 値 |
Width |
入力 |
Vector 1 |
なし |
矩形の幅 |
Height |
入力 |
Vector 1 |
なし |
矩形の高さ |
Out |
出力 |
Vector 1 |
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_Rectangle_float(float2 UV, float Width, float Height, out float Out)
{
float2 d = abs(UV * 2 - 1) - float2(Width, Height);
d = 1 - d / fwidth(d);
Out = saturate(min(d.x, d.y));
}
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