using System.Reflection; namespace UnityEngine.MaterialGraph { [Title("Math/Range/RandomRange")] public class RandomRangeNode : CodeFunctionNode { public RandomRangeNode() { name = "RandomRange"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Randomrange", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Randomrange( [Slot(0, Binding.None)] Vector2 seed, [Slot(1, Binding.None)] Vector1 min, [Slot(2, Binding.None)] Vector1 max, [Slot(3, Binding.None)] out Vector1 result) { return @" { {precision} randomno = frac(sin(dot(seed, float2(12.9898, 78.233)))*43758.5453); retresult = floor(randomno * (max - min + 1)) + min; }"; } } }