using System.Reflection; namespace UnityEditor.ShaderGraph { [Title("Math", "Vector", "Rejection")] public class RejectionNode : CodeFunctionNode { public RejectionNode() { name = "Rejection"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Rejection", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Rejection( [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 = A - (B * dot(A, B) / dot(B, B)); } "; } } }