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- using System.Reflection;
- namespace UnityEditor.ShaderGraph
- {
- [Title("Math", "Range", "Minimum")]
- class MinimumNode : CodeFunctionNode
- {
- public MinimumNode()
- {
- name = "Minimum";
- }
- protected override MethodInfo GetFunctionToConvert()
- {
- return GetType().GetMethod("Unity_Minimum", BindingFlags.Static | BindingFlags.NonPublic);
- }
- static string Unity_Minimum(
- [Slot(0, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector A,
- [Slot(1, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector B,
- [Slot(2, Binding.None)] out DynamicDimensionVector Out)
- {
- return
- @"
- {
- Out = min(A, B);
- };";
- }
- }
- }
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