using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Procedural", "Shape", "Ellipse")] class EllipseNode : CodeFunctionNode { public EllipseNode() { name = "Ellipse"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Ellipse", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Ellipse( [Slot(0, Binding.MeshUV0)] Vector2 UV, [Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width, [Slot(3, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height, [Slot(4, Binding.None, ShaderStageCapability.Fragment)] out Vector1 Out) { return @" { $precision d = length((UV * 2 - 1) / $precision2(Width, Height)); Out = saturate((1 - d) / fwidth(d)); }"; } } }