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using UnityEngine; |
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using System.Reflection; |
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namespace UnityEditor.ShaderGraph |
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} |
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static string Unity_RandomRange( |
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[Slot(0, Binding.None)] Vector1 Seed, |
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[Slot(0, Binding.None)] Vector2 Seed, |
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[Slot(1, Binding.None)] Vector1 Min, |
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[Slot(2, Binding.None, 1, 1, 1, 1)] Vector1 Max, |
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[Slot(3, Binding.None)] out Vector1 Out) |
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{ |
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{precision} randomno = frac(sin(dot({precision}2(Seed, Seed), float2(12.9898, 78.233)))*43758.5453); |
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Out = floor(randomno * (Max - Min + 1)) + Min; |
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{precision} randomno = frac(sin(dot(Seed, float2(12.9898, 78.233)))*43758.5453); |
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Out = lerp(Min, Max, randomno); |
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}";
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} |
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} |