using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { /* [Title("UV/Spherize 3D")] public class SphericalIndentationNode : CodeFunctionNode { public SphericalIndentationNode() { name = "Spherize 3D"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_SphericalIndentation", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_SphericalIndentation( [Slot(0, Binding.MeshUV0)] Vector2 uv, [Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 center, [Slot(2, Binding.None)] Vector1 height, [Slot(3, Binding.None, 1f, 1f, 1f, 1f)] Vector1 radius, [Slot(4, Binding.None)] out Vector3 resultUV, [Slot(5, Binding.None)] out Vector3 resultNormal, [Slot(6, Binding.TangentSpaceViewDirection, true)] Vector3 tangentSpaceViewDirection) { resultUV = Vector3.zero; resultNormal = Vector3.up; return @" { float radius2= radius*radius; float3 cur= float3(uv.xy, 0.0f); float3 sphereCenter = float3(center, height); float3 edgeA = sphereCenter - cur; float a2 = dot(edgeA, edgeA); resultUV= float3(uv.xy, 0.0f); resultNormal= float3(0.0f, 0.0f, 1.0f); if (a2 < radius2) { float a = sqrt(a2); edgeA = edgeA / a; float cosineR = dot(edgeA, tangentSpaceViewDirection.xyz); float x = cosineR * a - sqrt(-a2 + radius2 + a2 * cosineR * cosineR); float3 intersectedEdge = cur + tangentSpaceViewDirection * x; resultNormal= normalize(sphereCenter - intersectedEdge); resultUV = intersectedEdge.xyz; } }"; } } */ }