using UnityEngine; using System.Reflection; namespace UnityEditor.ShaderGraph { [Title("Math", "Range", "Random Range")] public class RandomRangeNode : CodeFunctionNode { public RandomRangeNode() { name = "Random Range"; } public override string documentationURL { get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Random-Range-Node"; } } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_RandomRange", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_RandomRange( [Slot(0, Binding.None)] Vector2 Seed, [Slot(1, Binding.None)] Vector1 Min, [Slot(2, Binding.None, 1, 1, 1, 1)] Vector1 Max, [Slot(3, Binding.None)] out Vector1 Out) { return @" { {precision} randomno = frac(sin(dot(Seed, float2(12.9898, 78.233)))*43758.5453); Out = lerp(Min, Max, randomno); }"; } } }