using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Procedural", "Shape", "Rectangle")] public class RectangleNode : CodeFunctionNode { public RectangleNode() { name = "Rectangle"; } public override string documentationURL { get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Rectangle-Node"; } } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Rectangle", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Rectangle( [Slot(0, Binding.MeshUV0)] Vector2 UV, [Slot(1, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width, [Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height, [Slot(3, Binding.None, ShaderStageCapability.Fragment)] out Vector1 Out) { return @" { {precision}2 d = abs(UV * 2 - 1) - {precision}2(Width, Height); d = 1 - d / fwidth(d); Out = saturate(min(d.x, d.y)); }"; } } }