using System.Reflection; using UnityEngine; /*namespace UnityEditor.ShaderGraph { [Title("Procedural", "MakeSubgraph", "Repeating Dot")] public class RepeatingDotNode : CodeFunctionNode { public RepeatingDotNode() { name = "Repeating Dot"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Repreatingdot", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Repreatingdot( [Slot(0, Binding.MeshUV0)] Vector2 UV, [Slot(1, Binding.None, 4.0f, 4.0f, 4.0f, 4.0f)] Vector1 Count, [Slot(2, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector1 Radius, [Slot(4, Binding.None)] out Vector1 Out) { return @" { UV *= 2.0 - 1.0; UV = fmod(UV * Count, 1.0) * 2.0 - 1.0; Out = step(length(UV),Radius); }"; } } }*/