namespace UnityEngine.MaterialGraph { [Title("UV/Spherize")] public class SpherizeNode : Function3Input, IGeneratesFunction { public SpherizeNode() { name = "Spherize"; } protected override string GetFunctionName() { return "unity_spherize_" + precision; } protected override string GetInputSlot1Name() { return "UV"; } protected override MaterialSlot GetInputSlot1() { return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero); } protected override string GetInputSlot2Name() { return "Position"; } protected override MaterialSlot GetInputSlot2() { return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero); } protected override string GetInputSlot3Name() { return "RadiusAndStrength"; } protected override MaterialSlot GetInputSlot3() { return new MaterialSlot(InputSlot3Id, GetInputSlot3Name(), kInputSlot3ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector3.zero); } protected override MaterialSlot GetOutputSlot() { return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, UnityEngine.Graphing.SlotType.Output, SlotValueType.Vector2, Vector2.zero); } public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) { var outputString = new ShaderGenerator(); outputString.AddShaderChunk(GetFunctionPrototype("uv", "position", "radiusAndStrength"), false); outputString.AddShaderChunk("{", false); outputString.Indent(); //vec2 fromUVToPoint = pos - uv; //dist = length(fromUVToPoint); //float mag = (1.0 - (dist / radius)) * strength; //mag *= step(dist, radius); //return uv + (mag * fromUVToPoint); outputString.AddShaderChunk("float2 fromUVToPoint = position - uv;", false); outputString.AddShaderChunk("float dist = length(fromUVToPoint);", false); outputString.AddShaderChunk("float mag = ((1.0 - (dist / radiusAndStrength.x)) * radiusAndStrength.y) * step(dist, radiusAndStrength.x);", false); outputString.AddShaderChunk("return uv + (mag * fromUVToPoint);", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } } }