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- using System.Reflection;
- using UnityEngine;
- namespace UnityEditor.ShaderGraph
- {
- [Title("UV", "Spherize")]
- class SpherizeNode : CodeFunctionNode
- {
- public SpherizeNode()
- {
- name = "Spherize";
- }
- protected override MethodInfo GetFunctionToConvert()
- {
- return GetType().GetMethod("Unity_Spherize", BindingFlags.Static | BindingFlags.NonPublic);
- }
- static string Unity_Spherize(
- [Slot(0, Binding.MeshUV0)] Vector2 UV,
- [Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 Center,
- [Slot(2, Binding.None, 10f, 10f, 10f, 10f)] Vector2 Strength,
- [Slot(3, Binding.None)] Vector2 Offset,
- [Slot(4, Binding.None)] out Vector2 Out)
- {
- Out = Vector2.zero;
- return
- @"
- {
- $precision2 delta = UV - Center;
- $precision delta2 = dot(delta.xy, delta.xy);
- $precision delta4 = delta2 * delta2;
- $precision2 delta_offset = delta4 * Strength;
- Out = UV + delta * delta_offset + Offset;
- }";
- }
- }
- }
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