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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-01-07 01:43:35 +08:00

TilingAndOffsetUV node added

This commit is contained in:
Digvijaysinh Gohil 2023-10-12 19:07:47 +05:30
parent dd22603e8d
commit 41cf841c2b

View File

@ -0,0 +1,59 @@
@tool
class_name VisualShaderNodeUVTilingAndOffset extends VisualShaderNodeCustom
func _init() -> void:
_set_input_port_default_value(1, Vector2(1.0, 1.0))
_set_input_port_default_value(2, Vector2(0.0, 0.0))
output_port_for_preview = 0
func _get_name() -> String:
return "TilingAndOffset"
func _get_category() -> String:
return "UV"
func _get_description() -> String:
return "Tiles and offsets the value of input UV by the inputs Tiling and Offset respectively. This is commonly used for detail maps and scrolling textures over TIME."
func _get_return_icon_type() -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_input_port_count() -> int:
return 3
func _get_input_port_name(port: int) -> String:
match port:
0:
return "uv"
1:
return "tiling"
2:
return "offset"
return ""
func _get_input_port_type(port: int) -> VisualShaderNode.PortType:
match port:
0, 1, 2:
return PORT_TYPE_VECTOR_2D
return PORT_TYPE_SCALAR
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "uv"
func _get_output_port_type(port: int) -> VisualShaderNode.PortType:
return PORT_TYPE_VECTOR_2D
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var uv: String = "UV"
if input_vars[0]:
uv = input_vars[0]
var tiling: String = input_vars[1]
var offset: String = input_vars[2]
return output_vars[0] + " = %s * %s + %s;" % [uv, tiling, offset]