using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("UV/Twist")] public class TwistNode : Function2Input, IGeneratesFunction { public TwistNode() { name = "Twist"; } protected override string GetFunctionName() { return "unity_twist_" + precision; } protected override string GetInputSlot1Name() { return "UV"; } protected override string GetInputSlot2Name() { return "Twist"; } protected override MaterialSlot GetInputSlot1() { return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, SlotType.Input, SlotValueType.Vector2, Vector2.zero); } protected override MaterialSlot GetInputSlot2() { return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, SlotType.Input, SlotValueType.Vector1, Vector2.zero); } protected override MaterialSlot GetOutputSlot() { return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector2, Vector2.zero); } public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) { var outputString = new ShaderGenerator(); outputString.AddShaderChunk(GetFunctionPrototype("uv", "twist"), false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("float angle = twist * length(uv);", false); outputString.AddShaderChunk("float x = cos(angle) * uv.x - sin(angle) * uv.y;", false); outputString.AddShaderChunk("float y = sin(angle) * uv.x + cos(angle) * uv.y;", false); outputString.AddShaderChunk("return float2(x, y);", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } } }