using System.Reflection; namespace UnityEditor.ShaderGraph { [Title("Math", "Round", "Truncate")] public class TruncateNode : CodeFunctionNode { public TruncateNode() { name = "Truncate"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Truncate", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Truncate( [Slot(0, Binding.None)] DynamicDimensionVector In, [Slot(1, Binding.None)] out DynamicDimensionVector Out) { return @" { Out = trunc(In); } "; } } }