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