using System; using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Channel", "Combine")] class CombineNode : CodeFunctionNode { public CombineNode() { name = "Combine"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Combine", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Combine( [Slot(0, Binding.None)] Vector1 R, [Slot(1, Binding.None)] Vector1 G, [Slot(2, Binding.None)] Vector1 B, [Slot(3, Binding.None)] Vector1 A, [Slot(4, Binding.None)] out Vector4 RGBA, [Slot(5, Binding.None)] out Vector3 RGB, [Slot(6, Binding.None)] out Vector2 RG) { RGBA = Vector4.zero; RGB = Vector3.zero; RG = Vector2.zero; return @" { RGBA = $precision4(R, G, B, A); RGB = $precision3(R, G, B); RG = $precision2(R, G); } "; } } }