using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Procedural", "Checkerboard")] public class CheckerboardNode : CodeFunctionNode { public CheckerboardNode() { name = "Checkerboard"; } public override string documentationURL { get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Checkerboard-Node"; } } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Checkerboard", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Checkerboard( [Slot(0, Binding.MeshUV0)] Vector2 UV, [Slot(1, Binding.None, 0.2f, 0.2f, 0.2f, 1f)] ColorRGB ColorA, [Slot(2, Binding.None, 0.7f, 0.7f, 0.7f, 1f)] ColorRGB ColorB, [Slot(3, Binding.None, 1f, 1f, 1f, 1f)] Vector2 Frequency, [Slot(4, Binding.None, ShaderStageCapability.Fragment)] out Vector3 Out) { Out = Vector2.zero; return @" { UV = UV + 0.25 / Frequency; {precision}4 derivatives = {precision}4(ddx(UV), ddy(UV)); {precision}2 duv_length = sqrt({precision}2(dot(derivatives.xz, derivatives.xz), dot(derivatives.yw, derivatives.yw))); {precision} width = 0.5; {precision}2 distance3 = 2.0 * abs(frac((UV.xy + 0.5) * Frequency) - 0.5) - width; {precision}2 scale = 0.5 / duv_length.xy; {precision}2 blend_out = saturate(scale / 3); {precision}2 vector_alpha = clamp(distance3 * scale.xy * blend_out.xy, -1.0, 1.0); {precision} alpha = saturate(vector_alpha.x * vector_alpha.y); Out = lerp(ColorA, ColorB, alpha.xxx); }"; } } }