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34 行
905 B

using System.Reflection;
using UnityEngine;
/*namespace UnityEditor.ShaderGraph
{
[Title("Procedural", "MakeSubgraph", "Particle")]
public class ParticleNode : CodeFunctionNode
{
public ParticleNode()
{
name = "Particle";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Particle", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Particle(
[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 Center,
[Slot(2, Binding.None, 100f, 100f, 100f, 100f)] Vector1 Sharpness,
[Slot(4, Binding.None)] out Vector1 Out)
{
return
@"
{
UV *= 2.0 - 1.0;
Out = abs(1.0/length((UV-Center) * Sharpness));
}
";
}
}
}*/