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