using System.Reflection; using UnityEngine; using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { [Title("UV", "Twirl")] public class TwirlNode : CodeFunctionNode { public TwirlNode() { name = "Twirl"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Twirl", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Twirl( [Slot(0, Binding.MeshUV0)] Vector2 UV, [Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 Center, [Slot(2, Binding.None, 0f, 0f, 0f, 0f)] Vector1 Strength, [Slot(3, Binding.None)] Vector2 Offset, [Slot(4, Binding.None)] out Vector2 Out) { Out = Vector2.zero; return @" { float2 delta = UV - Center; {precision} angle = Strength * length(delta); {precision} x = cos(angle) * delta.x - sin(angle) * delta.y; {precision} y = sin(angle) * delta.x + cos(angle) * delta.y; Out = float2(x + Center.x + Offset.x, y + Center.y + Offset.y); } "; } } }