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- using System.Reflection;
- using UnityEngine;
- namespace UnityEditor.ShaderGraph
- {
- [Title("Procedural", "Shape", "Rounded Rectangle")]
- class RoundedRectangleNode : CodeFunctionNode
- {
- public RoundedRectangleNode()
- {
- name = "Rounded Rectangle";
- }
- protected override MethodInfo GetFunctionToConvert()
- {
- return GetType().GetMethod("Unity_RoundedRectangle", BindingFlags.Static | BindingFlags.NonPublic);
- }
- static string Unity_RoundedRectangle(
- [Slot(0, Binding.MeshUV0)] Vector2 UV,
- [Slot(1, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width,
- [Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height,
- [Slot(3, Binding.None, 0.1f, 0, 0, 0)] Vector1 Radius,
- [Slot(4, Binding.None, ShaderStageCapability.Fragment)] out Vector1 Out)
- {
- return
- @"
- {
- Radius = max(min(min(abs(Radius * 2), abs(Width)), abs(Height)), 1e-5);
- $precision2 uv = abs(UV * 2 - 1) - $precision2(Width, Height) + Radius;
- $precision d = length(max(0, uv)) / Radius;
- Out = saturate((1 - d) / fwidth(d));
- }";
- }
- }
- }
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