using System.Reflection; namespace UnityEngine.MaterialGraph { [Title("Math/Range/Remap")] public class RemapNode : CodeFunctionNode { public RemapNode() { name = "Remap"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Remap", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Remap( [Slot(0, Binding.None)] DynamicDimensionVector input, [Slot(1, Binding.None)] Vector2 inMinMax, [Slot(2, Binding.None)] Vector2 outMinMax, [Slot(3, Binding.None)] out DynamicDimensionVector result) { return @" { result = outMinMax.x + (input - inMinMax.x) * (outMinMax.y - outMinMax.x) / (inMinMax.y - inMinMax.x); } "; } } }