using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Procedural", "Shape", "Rounded Rectangle")] public class RoundedRectangleNode : CodeFunctionNode { public RoundedRectangleNode() { name = "Rounded Rectangle"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_RoundedRectangle", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_RoundedRectangle( [Slot(0, Binding.MeshUV0)] Vector2 UV, [Slot(1, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width, [Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height, [Slot(3, Binding.None, 0.1f, 0, 0, 0)] Vector1 Radius, [Slot(4, Binding.None)] out Vector1 Out) { return @" { Radius = min(abs(Radius), 0.5 * min(abs(Width), abs(Height))); {precision}2 XMinAndMax = {precision}2(0.5 - abs(Width) / 2, 0.5 + abs(Width) / 2); {precision}2 YMinAndMax = {precision}2(0.5 - abs(Height) / 2, 0.5 + abs(Height) / 2); {precision} wide = (step( XMinAndMax.x, UV.x ) - step( XMinAndMax.y, UV.x )) * (step( YMinAndMax.x + Radius, UV.y ) - step( YMinAndMax.y - Radius, UV.y )); {precision} tall = (step( XMinAndMax.x + Radius, UV.x ) - step( XMinAndMax.y - Radius, UV.x )) * (step( YMinAndMax.x, UV.y ) - step( YMinAndMax.y, UV.y )); {precision} sw = step(length(UV - {precision}2(XMinAndMax.x + Radius, YMinAndMax.x + Radius)), Radius); {precision} se = step(length(UV - {precision}2(XMinAndMax.y - Radius, YMinAndMax.x + Radius)), Radius); {precision} nw = step(length(UV - {precision}2(XMinAndMax.x + Radius, YMinAndMax.y - Radius)), Radius); {precision} ne = step(length(UV - {precision}2(XMinAndMax.y - Radius, YMinAndMax.y - Radius)), Radius); Out = saturate(wide + tall + sw + se + nw + ne); }"; } } }