using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("UV", "Tiling And Offset")] public class TilingAndOffsetNode : CodeFunctionNode { public TilingAndOffsetNode() { name = "Tiling And Offset"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_TilingAndOffset", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_TilingAndOffset( [Slot(0, Binding.MeshUV0)] Vector2 UV, [Slot(1, Binding.None, 1f, 1f, 1f, 1f)] Vector2 Tiling, [Slot(2, Binding.None, 0f, 0f, 0f, 0f)] Vector2 Offset, [Slot(3, Binding.None)] out Vector2 Out) { Out = Vector2.zero; return @" { Out = UV * Tiling + Offset; } "; } } }