using UnityEditor.Graphing; using System.Collections.Generic; using System.Reflection; /*namespace UnityEditor.ShaderGraph { [Title("Art", "Adjustments", "Levels")] public class LevelsNode : CodeFunctionNode { public LevelsNode() { name = "Levels"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Levels", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Levels( [Slot(0, Binding.None)] DynamicDimensionVector input, [Slot(1, Binding.None)] Vector1 inputMin, [Slot(2, Binding.None, 1, 1, 1, 1)] Vector1 inputMax, [Slot(3, Binding.None, 1, 1, 1, 1)] Vector1 inputInvGamma, [Slot(4, Binding.None)] Vector1 outputMin, [Slot(5, Binding.None, 1, 1, 1, 1)] Vector1 outputMax, [Slot(6, Binding.None)] out DynamicDimensionVector result) { return @" { {precision}{slot6dimension} colorMinClamped = max(arg1 - inputMin, 0.0); {precision}{slot6dimension} colorMinMaxClamped = min(colorMinClamped / (inputMax - inputMin), 1.0); return lerp(outputMin, outputMax, pow(colorMinMaxClamped, inputInvGamma)); } "; } } }*/