using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Utility", "Logic", "And")] public class AndNode : CodeFunctionNode { public AndNode() { name = "And"; } public override bool hasPreview { get { return false; } } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_And", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_And( [Slot(0, Binding.None)] Boolean A, [Slot(1, Binding.None)] Boolean B, [Slot(2, Binding.None)] out Boolean Out) { return @" { Out = A && B; } "; } } }