namespace UnityEngine.MaterialGraph { [Title("Procedural/Hex Node")] public class HexNode : Function2Input, IGeneratesFunction { public HexNode() { name = "HexNode"; } protected override string GetFunctionName() { return "unity_hex_" + precision; } protected override string GetInputSlot1Name() { return "UV"; } protected override MaterialSlot GetInputSlot1() { return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Dynamic, Vector4.zero); } protected override string GetInputSlot2Name() { return "Thickness"; } 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", "thickness"), false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("uv.y += fmod(floor(uv.x), 2.0) * 0.5;", false); outputString.AddShaderChunk("uv = abs(frac(uv) - 0.5);", false); outputString.AddShaderChunk("return step(thickness, abs(max(uv.x * 1.5 + uv.y, uv.y * 2.0) - 1.0));", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } } }