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- using System.Reflection;
- using UnityEngine;
- namespace UnityEditor.ShaderGraph
- {
- [Title("Procedural", "Checkerboard")]
- class CheckerboardNode : CodeFunctionNode
- {
- public CheckerboardNode()
- {
- name = "Checkerboard";
- }
- protected override MethodInfo GetFunctionToConvert()
- {
- return GetType().GetMethod("Unity_Checkerboard", BindingFlags.Static | BindingFlags.NonPublic);
- }
- static string Unity_Checkerboard(
- [Slot(0, Binding.MeshUV0)] Vector2 UV,
- [Slot(1, Binding.None, 0.2f, 0.2f, 0.2f, 1f)] ColorRGB ColorA,
- [Slot(2, Binding.None, 0.7f, 0.7f, 0.7f, 1f)] ColorRGB ColorB,
- [Slot(3, Binding.None, 1f, 1f, 1f, 1f)] Vector2 Frequency,
- [Slot(4, Binding.None, ShaderStageCapability.Fragment)] out Vector3 Out)
- {
- Out = Vector2.zero;
- return
- @"
- {
- UV = (UV.xy + 0.5) * Frequency;
- $precision4 derivatives = $precision4(ddx(UV), ddy(UV));
- $precision2 duv_length = sqrt($precision2(dot(derivatives.xz, derivatives.xz), dot(derivatives.yw, derivatives.yw)));
- $precision width = 1.0;
- $precision2 distance3 = 4.0 * abs(frac(UV + 0.25) - 0.5) - width;
- $precision2 scale = 0.35 / duv_length.xy;
- $precision freqLimiter = sqrt(clamp(1.1f - max(duv_length.x, duv_length.y), 0.0, 1.0));
- $precision2 vector_alpha = clamp(distance3 * scale.xy, -1.0, 1.0);
- $precision alpha = saturate(0.5f + 0.5f * vector_alpha.x * vector_alpha.y * freqLimiter);
- Out = lerp(ColorA, ColorB, alpha.xxx);
- }";
- }
- }
- }
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