TwirlNode.cs 1.1 KB

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  1. using System.Reflection;
  2. using UnityEngine;
  3. namespace UnityEditor.ShaderGraph
  4. {
  5. [Title("UV", "Twirl")]
  6. class TwirlNode : CodeFunctionNode
  7. {
  8. public TwirlNode()
  9. {
  10. name = "Twirl";
  11. }
  12. protected override MethodInfo GetFunctionToConvert()
  13. {
  14. return GetType().GetMethod("Unity_Twirl", BindingFlags.Static | BindingFlags.NonPublic);
  15. }
  16. static string Unity_Twirl(
  17. [Slot(0, Binding.MeshUV0)] Vector2 UV,
  18. [Slot(1, Binding.None, 0.5f, 0.5f, 0.5f, 0.5f)] Vector2 Center,
  19. [Slot(2, Binding.None, 10f, 0f, 0f, 0f)] Vector1 Strength,
  20. [Slot(3, Binding.None)] Vector2 Offset,
  21. [Slot(4, Binding.None)] out Vector2 Out)
  22. {
  23. Out = Vector2.zero;
  24. return
  25. @"
  26. {
  27. $precision2 delta = UV - Center;
  28. $precision angle = Strength * length(delta);
  29. $precision x = cos(angle) * delta.x - sin(angle) * delta.y;
  30. $precision y = sin(angle) * delta.x + cos(angle) * delta.y;
  31. Out = $precision2(x + Center.x + Offset.x, y + Center.y + Offset.y);
  32. }
  33. ";
  34. }
  35. }
  36. }