using System.Reflection; namespace UnityEditor.ShaderGraph { [Title("Math", "Vector", "Projection")] public class ProjectionNode : CodeFunctionNode { public ProjectionNode() { name = "Projection"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Projection", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Projection( [Slot(0, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector A, [Slot(1, Binding.None, 0, 1, 0, 0)] DynamicDimensionVector B, [Slot(2, Binding.None)] out DynamicDimensionVector Out) { return @" { Out = B * dot(A, B) / dot(B, B); }"; } } }