using System.Reflection; using UnityEngine; /*namespace UnityEditor.ShaderGraph { [Title("Procedural", "MakeSubgraph", "Square")] public class BoxNode : CodeFunctionNode { public BoxNode() { name = "Square"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Boxnode", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Boxnode( [Slot(0, Binding.MeshUV0)] Vector2 UV, [Slot(1, Binding.None, 0.2f, 0.8f, 0, 0)] Vector2 XMinAndMax, [Slot(2, Binding.None, 0.2f, 0.8f, 0, 0)] Vector2 YMinAndMax, [Slot(3, Binding.None)] out Vector1 Out) { return @" { {precision} x = step( XMinAndMax.x, UV.x ) - step( XMinAndMax.y, UV.x ); {precision} y = step( YMinAndMax.x, UV.y ) - step( YMinAndMax.y, UV.y ); Out = x * y; }"; } } }*/