namespace UnityEngine.MaterialGraph { [Title("Procedural/Gradient Ramp")] public class GradientRampNode : Function2Input, IGeneratesFunction { public GradientRampNode() { name = "GradientRamp"; } protected override string GetFunctionName() { return "unitygGradientramp_" + precision; } protected override string GetInputSlot1Name() { return "UV"; } protected override string GetInputSlot2Name() { return "Stripe Count"; } protected override MaterialSlot GetInputSlot1() { return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector4.zero); } 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", "stripeCount"), false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("float widthOfEachStripe = 1.0 / stripeCount;", false); outputString.AddShaderChunk("float t = fmod(floor(uv.x / widthOfEachStripe), stripeCount);", false); outputString.AddShaderChunk("return lerp(0.0, 1.0, t / (stripeCount - 1.0));", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } } }