forked from BilalY/Rasagar
41 lines
1.1 KiB
C#
41 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", "Twirl")]
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class TwirlNode : CodeFunctionNode
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{
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public TwirlNode()
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{
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name = "Twirl";
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}
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protected override MethodInfo GetFunctionToConvert()
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{
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return GetType().GetMethod("Unity_Twirl", BindingFlags.Static | BindingFlags.NonPublic);
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}
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static string Unity_Twirl(
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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, 0f, 0f, 0f)] Vector1 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 angle = Strength * length(delta);
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$precision x = cos(angle) * delta.x - sin(angle) * delta.y;
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$precision y = sin(angle) * delta.x + cos(angle) * delta.y;
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Out = $precision2(x + Center.x + Offset.x, y + Center.y + Offset.y);
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}
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";
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}
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}
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}
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