using System.Reflection; namespace UnityEngine.MaterialGraph { [Title("Procedural/Particle")] public class ParticleNode : CodeFunctionNode { public ParticleNode() { name = "Particle"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Particle", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Particle( [Slot(0, Binding.None)] Vector2 uv, [Slot(1, Binding.None)] Vector1 scaleFactor, [Slot(2, Binding.None)] out Vector1 result) { return @" { uv = uv * 2.0 - 1.0;; result = abs(1.0/length(uv * scaleFactor)); } "; } } }