using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("UV", "Spherize")] public class SpherizeNode : CodeFunctionNode { public SpherizeNode() { name = "Spherize"; } 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, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 Center, [Slot(2, Binding.None, 10f, 10f, 10f, 10f)] Vector2 Strength, [Slot(3, Binding.None)] Vector2 Offset, [Slot(4, Binding.None)] out Vector2 Out) { Out = Vector2.zero; return @" { float2 delta = UV - Center; float delta2 = dot(delta.xy, delta.xy); float delta4 = delta2 * delta2; float2 delta_offset = delta4 * Strength; Out = UV + delta * delta_offset + Offset; }"; } } }