using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Input", "Gradient", "Sample Gradient")] class SampleGradient : CodeFunctionNode { public SampleGradient() { name = "Sample Gradient"; } public override bool hasPreview { get { return true; } } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_SampleGradient", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_SampleGradient( [Slot(0, Binding.None)] Gradient Gradient, [Slot(1, Binding.None)] Vector1 Time, [Slot(2, Binding.None)] out Vector4 Out) { Out = Vector4.zero; return @" { $precision3 color = Gradient.colors[0].rgb; [unroll] for (int c = 1; c < 8; c++) { $precision colorPos = saturate((Time - Gradient.colors[c-1].w) / (Gradient.colors[c].w - Gradient.colors[c-1].w)) * step(c, Gradient.colorsLength-1); color = lerp(color, Gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), Gradient.type)); } #ifndef UNITY_COLORSPACE_GAMMA color = SRGBToLinear(color); #endif $precision alpha = Gradient.alphas[0].x; [unroll] for (int a = 1; a < 8; a++) { $precision alphaPos = saturate((Time - Gradient.alphas[a-1].y) / (Gradient.alphas[a].y - Gradient.alphas[a-1].y)) * step(a, Gradient.alphasLength-1); alpha = lerp(alpha, Gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), Gradient.type)); } Out = $precision4(color, alpha); } "; } } }