using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("Math/Fresnel Node")] class FresnelNode : Function2Input, IGeneratesFunction { public FresnelNode() { name = "FresnelNode"; } protected override MaterialSlot GetInputSlot1() { return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero); } protected override MaterialSlot GetInputSlot2() { return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, SlotType.Input, SlotValueType.Vector3, Vector4.zero); } protected override MaterialSlot GetOutputSlot() { return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, SlotType.Output, SlotValueType.Vector1, Vector4.zero); } protected override string GetFunctionName() { return "unity_fresnel_" + precision; } public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) { var outputString = new ShaderGenerator(); outputString.AddShaderChunk(GetFunctionPrototype("arg1", "arg2"), false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("return (1.0 - dot (normalize (arg1), normalize (arg2)));", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } } }