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@rngtm
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六角形タイルを作るShaderGraphカスタムノード
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor.ShaderGraph;
using System.Reflection;
[Title("Distance", "Hexagon")]
public class HexagonNode : CodeFunctionNode
{
public HexagonNode()
{
name = "Hexagon";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("HexagonNode_Function",
BindingFlags.Static | BindingFlags.NonPublic);
}
public override string documentationURL
=> "https://gist.github.com/sakrist/8706749";
static string HexagonNode_Function(
[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(1, Binding.None, 1f, 0f, 0f, 0f)] Vector1 Scale,
[Slot(10, Binding.None)] out Vector1 Hexagon, // 六角形
[Slot(11, Binding.None)] out Vector2 HexPos, // 六角形の位置
[Slot(12, Binding.None)] out Vector2 HexUV, // 六角形内のUVを出力
[Slot(13, Binding.None)] out Vector2 HexIndex // 六角形の番号
)
{
HexPos = Vector2.zero;
HexUV = Vector2.zero;
HexIndex = Vector2.zero;
return @"{
///////////////////////////////////////////////////////////////////
//
// Original shader from: https://gist.github.com/sakrist/8706749
//
// added: hex cell pos, hex cell uv, hex cell index
//
///////////////////////////////////////////////////////////////////
float2 p = UV * Scale;
p.x *= 1.15470053838; // x座標を2/√3倍 (六角形の横方向の大きさが√3/2倍になる)
float isTwo = frac(floor(p.x) / 2.0) * 2.0; // 偶数列目なら1.0
float isOne = 1.0 - isTwo; // 奇数列目なら1.0
p.y += isTwo * 0.5; // 偶数列目を0.5ずらす
float2 rectUV = frac(p); // 四角形タイル
float2 grid = floor(p); // 四角形グリッド
p = frac(p) - 0.5;
float2 s = sign(p); // マス目の右上:(+1, +1) 左上:(-1, +1) 右下:(+1, -1) 左下:(-1, -1)
p = abs(p); // 上下左右対称にする
// 六角形タイルとして出力
Hexagon = abs(max(p.x*1.5 + p.y, p.y*2.0) - 1.0);
float isInHex = step(p.x*1.5 + p.y, 1.0); // 六角形の内側なら1.0
float isOutHex = 1.0 - isInHex; // 六角形の外側なら1.0
// 四角形マスのうち、六角形の外側の部分を補正するために使用する値
float2 grid2 = float2(0, 0);
// 偶数列目と奇数列目を同時に加工
grid2 = lerp(
float2(s.x, +step(0.0, s.y)), // 奇数列目 (isTwo=0.0の場合はこちらを採用)
float2(s.x, -step(s.y, 0.0)), // 偶数列目 (isTwo=1.0の場合はこちらを採用)
isTwo) * isOutHex; // 六角形の外側だけ取り出す
// 六角形の番号として出力
HexIndex = grid + grid2;
// 六角形の座標として出力
HexPos = HexIndex / Scale;
// 六角形の内側ならrectUV、外側なら4つの六角形のUVを使う
HexUV = lerp(rectUV, rectUV - s * float2(1.0, 0.5), isOutHex);
}";
}
}
@rngtm
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rngtm commented Dec 13, 2018

使用例です。

image

@jeff-song1122
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issue is "Assets\MyProject\HexagonNode.cs(8,28): error CS0122: 'CodeFunctionNode' is inaccessible due to its protection level"

@rngtm
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rngtm commented Jan 30, 2021

This Custom Node is supported in Unity2018.3.0f1, maybe not supported in newer Unity.

@jeff-song1122
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jeff-song1122 commented Jan 30, 2021 via email

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