using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Utility", "Logic", "Branch")] class BranchNode : CodeFunctionNode { public BranchNode() { name = "Branch"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Branch", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Branch( [Slot(0, Binding.None)] Boolean Predicate, [Slot(1, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector True, [Slot(2, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector False, [Slot(3, Binding.None)] out DynamicDimensionVector Out) { return @" { Out = lerp(False, True, Predicate); } "; } } }