using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("Math/Reflect Node")] class ReflectNode : Function2Input, IGeneratesFunction { public ReflectNode() { name = "ReflectNode"; } protected override string GetInputSlot1Name() {return "Normal"; } protected override string GetInputSlot2Name() {return "Direction"; } protected override string GetOutputSlotName() {return "Reflection"; } protected override MaterialSlot GetInputSlot1() { return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero); } protected override MaterialSlot GetInputSlot2() { return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero); } protected override MaterialSlot GetOutputSlot() { return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector3, Vector4.zero); } protected override string GetFunctionName() {return "unity_reflect_" + precision; } public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) { var outputString = new ShaderGenerator(); outputString.AddShaderChunk(GetFunctionPrototype("normal", "direction"), false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk(precision + "3 vn = normalize(normal);", false); outputString.AddShaderChunk(precision + "3 vd = normalize(direction);", false); outputString.AddShaderChunk("return 2 * dot(vn, vd) * vn - vd, 1.0;", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } } }