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- using System.Reflection;
- using UnityEngine;
- namespace UnityEditor.ShaderGraph
- {
- [Title("Math", "Range", "Remap")]
- class RemapNode : CodeFunctionNode
- {
- public RemapNode()
- {
- name = "Remap";
- }
- protected override MethodInfo GetFunctionToConvert()
- {
- return GetType().GetMethod("Unity_Remap", BindingFlags.Static | BindingFlags.NonPublic);
- }
- static string Unity_Remap(
- [Slot(0, Binding.None, -1, -1, -1, -1)] DynamicDimensionVector In,
- [Slot(1, Binding.None, -1, 1, 0, 0)] Vector2 InMinMax,
- [Slot(2, Binding.None, 0, 1, 0, 0)] Vector2 OutMinMax,
- [Slot(3, Binding.None)] out DynamicDimensionVector Out)
- {
- return
- @"
- {
- Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
- }
- ";
- }
- }
- }
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