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using System.Reflection; |
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using UnityEngine; |
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/*namespace UnityEditor.ShaderGraph |
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namespace UnityEditor.ShaderGraph |
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[Title("Procedural", "MakeSubgraph", "Square")] |
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public class BoxNode : CodeFunctionNode |
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[Title("Procedural", "Shape", "Rectangle")] |
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public class RectangleNode : CodeFunctionNode |
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public BoxNode() |
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public RectangleNode() |
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name = "Square"; |
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name = "Rectangle"; |
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return GetType().GetMethod("Unity_Boxnode", BindingFlags.Static | BindingFlags.NonPublic); |
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return GetType().GetMethod("Unity_Rectangle", BindingFlags.Static | BindingFlags.NonPublic); |
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static string Unity_Boxnode( |
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static string Unity_Rectangle( |
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[Slot(1, Binding.None, 0.2f, 0.8f, 0, 0)] Vector2 XMinAndMax, |
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[Slot(2, Binding.None, 0.2f, 0.8f, 0, 0)] Vector2 YMinAndMax, |
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[Slot(1, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width, |
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[Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height, |
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{precision}2 XMinAndMax = {precision}2(0.5 - Width / 2, 0.5 + Width / 2); |
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{precision}2 YMinAndMax = {precision}2(0.5 - Height / 2, 0.5 + Height / 2); |
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{precision} x = step( XMinAndMax.x, UV.x ) - step( XMinAndMax.y, UV.x ); |
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{precision} y = step( YMinAndMax.x, UV.y ) - step( YMinAndMax.y, UV.y ); |
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Out = x * y; |
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}*/ |
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} |