using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Utility", "Logic", "All")] public class AllNode : CodeFunctionNode { public AllNode() { name = "All"; } public override bool hasPreview { get { return false; } } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_All", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_All( [Slot(0, Binding.None)] DynamicDimensionVector In, [Slot(1, Binding.None)] out Boolean Out) { return @" { Out = all(In); } "; } } }