namespace UnityEngine.MaterialGraph { [Title("Procedural/Repeating Dot")] public class RepeatingDotNode : Function2Input, IGeneratesFunction { public RepeatingDotNode() { name = "RepeatingDot"; } protected override string GetFunctionName() { return "unity_repreatingdot_" + precision; } protected override string GetInputSlot1Name() { return "UV"; } protected override string GetInputSlot2Name() { return "Count"; } protected override MaterialSlot GetInputSlot1() { return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero); } protected override MaterialSlot GetInputSlot2() { return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector1, Vector4.zero); } protected override MaterialSlot GetOutputSlot() { return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, UnityEngine.Graphing.SlotType.Output, SlotValueType.Vector1, Vector2.zero); } public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) { var outputString = new ShaderGenerator(); outputString.AddShaderChunk(GetFunctionPrototype("uv", "count"), false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("uv *= 2.0 - 1.0;", false); outputString.AddShaderChunk("uv = fmod(uv * count, 1.0) * 2.0 - 1.0;", false); outputString.AddShaderChunk("return length(uv);", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } } }