using System.Reflection; namespace UnityEditor.ShaderGraph { [Title("Math", "Advanced", "Negate")] class NegateNode : CodeFunctionNode { public NegateNode() { name = "Negate"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Negate", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Negate( [Slot(0, Binding.None)] DynamicDimensionVector In, [Slot(1, Binding.None)] out DynamicDimensionVector Out) { return @" { Out = -1 * In; } "; } } }