using System.Reflection; namespace UnityEngine.MaterialGraph { [Title("Procedural/AACheckerboard")] public class AACheckerboardNode : CodeFunctionNode { protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_AACheckerboard", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_AACheckerboard( [Slot(0, Binding.MeshUV0)] Vector2 uv, [Slot(1, Binding.None, 0.2f, 0.2f, 0.2f, 0.2f)] Vector4 colorA, [Slot(2, Binding.None, 0.7f, 0.7f, 0.7f, 0.7f)] Vector4 colorB, [Slot(3, Binding.None, 0.5f, 3f, 0f, 0f)] Vector3 aaTweak, [Slot(4, Binding.None, 1f, 1f, 1f, 1f)] Vector2 frequency, [Slot(5, Binding.None)] out Vector4 result) { result = Vector2.zero; return @" { float4 derivatives = float4(ddx(uv), ddy(uv)); float2 duv_length = sqrt(float2(dot(derivatives.xz, derivatives.xz), dot(derivatives.yw, derivatives.yw))); float width = 0.5f; float2 distance3 = 2.0f * abs(frac(uv.xy * frequency) - 0.5f) - width; float2 scale = aaTweak.x / duv_length.xy; float2 blend_out = saturate((scale - aaTweak.zz) / (aaTweak.yy - aaTweak.zz)); float2 vector_alpha = clamp(distance3 * scale.xy * blend_out.xy, -1.0f, 1.0f); float alpha = saturate(0.5f + 0.5f * vector_alpha.x * vector_alpha.y); result= lerp(colorA, colorB, alpha.xxxx); }"; } } }