forked from BilalY/Rasagar
39 lines
1.1 KiB
C#
39 lines
1.1 KiB
C#
using System.Reflection;
|
|
using UnityEngine;
|
|
|
|
namespace UnityEditor.ShaderGraph
|
|
{
|
|
[Title("UV", "Radial Shear")]
|
|
class RadialShearNode : CodeFunctionNode
|
|
{
|
|
public RadialShearNode()
|
|
{
|
|
name = "Radial Shear";
|
|
}
|
|
|
|
protected override MethodInfo GetFunctionToConvert()
|
|
{
|
|
return GetType().GetMethod("Unity_RadialShear", BindingFlags.Static | BindingFlags.NonPublic);
|
|
}
|
|
|
|
static string Unity_RadialShear(
|
|
[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);
|
|
$precision2 delta_offset = delta2 * Strength;
|
|
Out = UV + $precision2(delta.y, -delta.x) * delta_offset + Offset;
|
|
}
|
|
";
|
|
}
|
|
}
|
|
}
|