using System.Reflection; namespace UnityEditor.ShaderGraph { [Title("Math", "Range", "Clamp")] public class ClampNode : CodeFunctionNode { public ClampNode() { name = "Clamp"; } public override string documentationURL { get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Clamp-Node"; } } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Clamp", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Clamp( [Slot(0, Binding.None)] DynamicDimensionVector In, [Slot(1, Binding.None)] DynamicDimensionVector Min, [Slot(2, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector Max, [Slot(3, Binding.None)] out DynamicDimensionVector Out) { return @" { Out = clamp(In, Min, Max); }"; } } }