namespace UnityEngine.MaterialGraph { [Title("Procedural/Line")] public class LineNode : Function3Input, IGeneratesFunction { public LineNode() { name = "Line"; } protected override string GetFunctionName() { return "unity_linenode_" + precision; } protected override string GetInputSlot1Name() { return "UV"; } protected override string GetInputSlot2Name() { return "StartPoint"; } protected override string GetInputSlot3Name() { return "EndPoint"; } protected override MaterialSlot GetInputSlot1() { return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero); } protected override MaterialSlot GetInputSlot2() { return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.zero); } protected override MaterialSlot GetInputSlot3() { return new MaterialSlot(InputSlot3Id, GetInputSlot3Name(), kInputSlot3ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector2.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", "a", "b"), false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("float2 aTob = b - a;", false); outputString.AddShaderChunk("float2 aTop = uv - a;", false); outputString.AddShaderChunk("float t = dot(aTop, aTob) / dot(aTob, aTob);", false); outputString.AddShaderChunk("t = clamp(t, 0.0, 1.0);", false); outputString.AddShaderChunk("float d = 1.0 / length(uv - (a + aTob * t));", false); outputString.AddShaderChunk("return clamp(d, 0.0, 1.0);", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } } }