using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Input", "Scene", "Fog")] class FogNode : CodeFunctionNode { public FogNode() { name = "Fog"; } public override bool hasPreview { get { return false; } } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Fog", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Fog( [Slot(2, Binding.ObjectSpacePosition)] Vector3 Position, [Slot(0, Binding.None)] out Vector4 Color, [Slot(1, Binding.None)] out Vector1 Density) { Color = Vector4.zero; return @" { SHADERGRAPH_FOG(Position, Color, Density); } "; } } }