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- using System.Reflection;
- using UnityEngine;
- namespace UnityEditor.ShaderGraph
- {
- [Title("UV", "Twirl")]
- class TwirlNode : CodeFunctionNode
- {
- public TwirlNode()
- {
- name = "Twirl";
- }
- protected override MethodInfo GetFunctionToConvert()
- {
- return GetType().GetMethod("Unity_Twirl", BindingFlags.Static | BindingFlags.NonPublic);
- }
- static string Unity_Twirl(
- [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, 0f, 0f, 0f)] Vector1 Strength,
- [Slot(3, Binding.None)] Vector2 Offset,
- [Slot(4, Binding.None)] out Vector2 Out)
- {
- Out = Vector2.zero;
- return
- @"
- {
- $precision2 delta = UV - Center;
- $precision angle = Strength * length(delta);
- $precision x = cos(angle) * delta.x - sin(angle) * delta.y;
- $precision y = sin(angle) * delta.x + cos(angle) * delta.y;
- Out = $precision2(x + Center.x + Offset.x, y + Center.y + Offset.y);
- }
- ";
- }
- }
- }
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