namespace UnityEngine.MaterialGraph { [Title("Math/Range/RandomRange")] public class RandomRangeNode : Function3Input, IGeneratesFunction { public RandomRangeNode() { name = "RandomRange"; } protected override string GetFunctionName() { return "unity_randomrange_" + precision; } protected override string GetInputSlot1Name() { return "Seed"; } protected override MaterialSlot GetInputSlot1() { return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero); } protected override string GetInputSlot2Name() { return "Min"; } protected override MaterialSlot GetInputSlot2() { return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector1, Vector2.zero); } protected override string GetInputSlot3Name() { return "Max"; } protected override MaterialSlot GetInputSlot3() { return new MaterialSlot(InputSlot3Id, GetInputSlot3Name(), kInputSlot3ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector1, Vector3.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("seed", "min", "max"), false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("float randomno = frac(sin(dot(seed, float2(12.9898, 78.233)))*43758.5453);", false); outputString.AddShaderChunk("return floor(randomno * (max - min + 1)) + min;", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } } }