using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Procedural/Checkerboard")] public class AACheckerboardNode : CodeFunctionNode { public AACheckerboardNode() { name = "Checkerboard"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_AACheckerboard", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_AACheckerboard( [Slot(0, Binding.MeshUV0)] Vector2 UV, [Slot(1, Binding.None, 0.2f, 0.2f, 0.2f, 0.2f)] Vector4 ColorA, [Slot(2, Binding.None, 0.7f, 0.7f, 0.7f, 0.7f)] Vector4 ColorB, [Slot(3, Binding.None, 1f, 1f, 1f, 1f)] Vector2 Frequency, [Slot(4, Binding.None)] out Vector4 Out) { Out = Vector2.zero; return @" { float4 derivatives = float4(ddx(UV), ddy(UV)); float2 duv_length = sqrt(float2(dot(derivatives.xz, derivatives.xz), dot(derivatives.yw, derivatives.yw))); float width = 0.5f; float2 distance3 = 2.0f * abs(frac(UV.xy * Frequency) - 0.5f) - width; float2 scale = 0.5 / duv_length.xy; float2 blend_out = saturate(scale / 3); float2 vector_alpha = clamp(distance3 * scale.xy * blend_out.xy, -1.0f, 1.0f); float alpha = saturate(0.5f + 0.5f * vector_alpha.x * vector_alpha.y); Out= lerp(ColorA, ColorB, alpha.xxxx); }"; } } }