namespace UnityEngine.MaterialGraph { [Title("Procedural/Box")] public class BoxNode : Function3Input, IGeneratesFunction { public BoxNode() { name = "Box"; } protected override string GetFunctionName() { return "unity_boxnode_" + precision; } protected override string GetInputSlot1Name() { return "X and Y"; } protected override string GetInputSlot2Name() { return "X Min and Max"; } protected override string GetInputSlot3Name() { return "Y Min and Max"; } protected override MaterialSlot GetInputSlot1() { return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector3.zero); } protected override MaterialSlot GetInputSlot2() { return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector3.zero); } protected override MaterialSlot GetInputSlot3() { return new MaterialSlot(InputSlot3Id, GetInputSlot3Name(), kInputSlot3ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero); } protected override MaterialSlot GetOutputSlot() { return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, UnityEngine.Graphing.SlotType.Output, SlotValueType.Vector1, Vector2.zero); } public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) { var outputString = new ShaderGenerator(); outputString.AddShaderChunk(GetFunctionPrototype("xy", "xMinAndMax", "yMinAndMax"), false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("float x = step( xMinAndMax.x, xy.x ) - step( xMinAndMax.y, xy.x );", false); outputString.AddShaderChunk("float y = step( yMinAndMax.x, xy.y ) - step( yMinAndMax.y, xy.y );", false); outputString.AddShaderChunk("return x * y;", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } } }