using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Procedural", "Checkerboard")] class CheckerboardNode : CodeFunctionNode { public CheckerboardNode() { name = "Checkerboard"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Checkerboard", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Checkerboard( [Slot(0, Binding.MeshUV0)] Vector2 UV, [Slot(1, Binding.None, 0.2f, 0.2f, 0.2f, 1f)] ColorRGB ColorA, [Slot(2, Binding.None, 0.7f, 0.7f, 0.7f, 1f)] ColorRGB ColorB, [Slot(3, Binding.None, 1f, 1f, 1f, 1f)] Vector2 Frequency, [Slot(4, Binding.None, ShaderStageCapability.Fragment)] out Vector3 Out) { Out = Vector2.zero; return @" { UV = (UV.xy + 0.5) * Frequency; $precision4 derivatives = $precision4(ddx(UV), ddy(UV)); $precision2 duv_length = sqrt($precision2(dot(derivatives.xz, derivatives.xz), dot(derivatives.yw, derivatives.yw))); $precision width = 1.0; $precision2 distance3 = 4.0 * abs(frac(UV + 0.25) - 0.5) - width; $precision2 scale = 0.35 / duv_length.xy; $precision freqLimiter = sqrt(clamp(1.1f - max(duv_length.x, duv_length.y), 0.0, 1.0)); $precision2 vector_alpha = clamp(distance3 * scale.xy, -1.0, 1.0); $precision alpha = saturate(0.5f + 0.5f * vector_alpha.x * vector_alpha.y * freqLimiter); Out = lerp(ColorA, ColorB, alpha.xxx); }"; } } }