using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Procedural", "Shape", "Rounded Rectangle")] public class RoundedRectangleNode : CodeFunctionNode { public RoundedRectangleNode() { name = "Rounded Rectangle"; } public override string documentationURL { get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Rounded-Rectangle-Node"; } } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_RoundedRectangle", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_RoundedRectangle( [Slot(0, Binding.MeshUV0)] Vector2 UV, [Slot(1, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width, [Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height, [Slot(3, Binding.None, 0.1f, 0, 0, 0)] Vector1 Radius, [Slot(4, Binding.None, ShaderStageCapability.Fragment)] out Vector1 Out) { return @" { Radius = max(min(min(abs(Radius * 2), abs(Width)), abs(Height)), 1e-5); {precision}2 uv = abs(UV * 2 - 1) - {precision}2(Width, Height) + Radius; {precision} d = length(max(0, uv)) / Radius; Out = saturate((1 - d) / fwidth(d)); }"; } } }