using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { /* [Title("OLD/SpherizeOLD")] public class SpherizeNode : CodeFunctionNode { public SpherizeNode() { name = "Spherizeold"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Spherize", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Spherize( [Slot(0, Binding.MeshUV0)] Vector2 uv, [Slot(1, Binding.None)] Vector2 position, [Slot(2, Binding.None)] Vector2 radiusAndStrength, [Slot(3, Binding.None)] out Vector2 Out) { Out = Vector2.zero; return @" { {precision}2 fromUVToPoint = position - uv; {precision} dist = length(fromUVToPoint); {precision} mag = ((1.0 - (dist / radiusAndStrength.x)) * radiusAndStrength.y) * step(dist, radiusAndStrength.x); Out = uv + (mag * fromUVToPoint); }"; } } */ }