using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Math", "Range", "Remap")] public class RemapNode : CodeFunctionNode { public RemapNode() { name = "Remap"; } public override string documentationURL { get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Remap-Node"; } } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Remap", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Remap( [Slot(0, Binding.None, -1, -1, -1, -1)] DynamicDimensionVector In, [Slot(1, Binding.None, -1, 1, 0, 0)] Vector2 InMinMax, [Slot(2, Binding.None, 0, 1, 0, 0)] Vector2 OutMinMax, [Slot(3, Binding.None)] out DynamicDimensionVector Out) { return @" { Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x); } "; } } }