using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("OLD/Line")] public class LineNode : CodeFunctionNode { public LineNode() { name = "Line"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Linenode", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Linenode( [Slot(0, Binding.MeshUV0)] Vector2 uv, [Slot(1, Binding.None)] Vector2 startPoint, [Slot(2, Binding.None)] Vector2 endPoint, [Slot(3, Binding.None)] out Vector1 result) { return @" { {precision}2 aTob = endPoint - startPoint; {precision}2 aTop = uv - startPoint; {precision} t = dot(aTop, aTob) / dot(aTob, aTob); t = clamp(t, 0.0, 1.0); {precision} d = 1.0 / length(uv - (startPoint + aTob * t)); result = clamp(d, 0.0, 1.0); }"; } } }