using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Math", "Vector", "Sphere Mask")] class SphereMaskNode : CodeFunctionNode { public SphereMaskNode() { name = "Sphere Mask"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("SphereMask", BindingFlags.Static | BindingFlags.NonPublic); } static string SphereMask( [Slot(0, Binding.None)] DynamicDimensionVector Coords, [Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] DynamicDimensionVector Center, [Slot(2, Binding.None, 0.1f, 0.1f, 0.1f, 0.1f)] Vector1 Radius, [Slot(3, Binding.None, 0.8f, 0.8f, 0.8f, 0.8f)] Vector1 Hardness, [Slot(4, Binding.None)] out DynamicDimensionVector Out) { return @" { Out = 1 - saturate((distance(Coords, Center) - Radius) / (1 - Hardness)); } "; } } }