using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("UV", "Polar Coordinates")] public class PolarCoordinatesNode : CodeFunctionNode { public PolarCoordinatesNode() { name = "Polar Coordinates"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_PolarCoordinates", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_PolarCoordinates( [Slot(0, Binding.MeshUV0)] Vector2 UV, [Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 Center, [Slot(2, Binding.None, 1.0f, 1.0f, 1.0f, 1.0f)] Vector1 RadialScale, [Slot(3, Binding.None, 1.0f, 1.0f, 1.0f, 1.0f)] Vector1 LengthScale, [Slot(4, Binding.None)] out Vector2 Out) { Out = Vector2.zero; return @" { float2 delta = UV - Center; {precision} radius = length(delta) * 2 * RadialScale; {precision} angle = atan2(delta.x, delta.y) * 1.0/6.28 * LengthScale; Out = float2(radius, angle); } "; } } }