using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Artistic", "Filter", "Dither")] public class DitherNode : CodeFunctionNode { public DitherNode() { name = "Dither"; UpdateNodeAfterDeserialization(); } public override string documentationURL { get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Dither-Node"; } } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Dither", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Dither( [Slot(0, Binding.None)] DynamicDimensionVector In, [Slot(1, Binding.ScreenPosition)] Vector2 ScreenPosition, [Slot(2, Binding.None)] out DynamicDimensionVector Out) { return @" { {precision}2 uv = ScreenPosition.xy * _ScreenParams.xy; {precision} DITHER_THRESHOLDS[16] = { 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0, 13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0, 4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0, 16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0 }; uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4; Out = In - DITHER_THRESHOLDS[index]; }"; } } }