using System.Reflection; namespace UnityEditor.ShaderGraph { [Title("Math", "Range", "Minimum")] class MinimumNode : CodeFunctionNode { public MinimumNode() { name = "Minimum"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Minimum", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Minimum( [Slot(0, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector A, [Slot(1, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector B, [Slot(2, Binding.None)] out DynamicDimensionVector Out) { return @" { Out = min(A, B); };"; } } }