using System.Reflection; /*namespace UnityEditor.ShaderGraph { [Title("OLD", "Pulse")] public class PulseNode : CodeFunctionNode { public PulseNode() { name = "Pulse"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Pulse", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Pulse( [Slot(0, Binding.None)] Vector1 x, [Slot(1, Binding.None)] Vector1 xMinAndMax, [Slot(2, Binding.None)] out Vector1 result) { return @" {{ result = step( xMinAndMax.x, xValue ) - step( xMinAndMax.y, xValue ); }} "; } } }*/