using System.Reflection; using UnityEngine; /*namespace UnityEditor.ShaderGraph { [Title("Procedural", "MakeSubgraph", "Particle")] public class ParticleNode : CodeFunctionNode { public ParticleNode() { name = "Particle"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Particle", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Particle( [Slot(0, Binding.MeshUV0)] Vector2 UV, [Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 Center, [Slot(2, Binding.None, 100f, 100f, 100f, 100f)] Vector1 Sharpness, [Slot(4, Binding.None)] out Vector1 Out) { return @" { UV *= 2.0 - 1.0; Out = abs(1.0/length((UV-Center) * Sharpness)); } "; } } }*/