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using UnityEngine;
using System.Reflection;
namespace UnityEditor.ShaderGraph
{
[Title("Math", "Wave", "Noise Sine Wave")]
class NoiseSineWaveNode : CodeFunctionNode
{
public override int latestVersion => 1;
public NoiseSineWaveNode()
{
name = "Noise Sine Wave";
}
protected override MethodInfo GetFunctionToConvert()
{
// Always make the latest version the default case, this gets around otherwise not returning in all codepaths.
switch (sgVersion)
{
case 0:
return GetType().GetMethod("NoiseSineWave_V0", BindingFlags.Static | BindingFlags.NonPublic);
case 1:
default:
return GetType().GetMethod("NoiseSineWave_V1", BindingFlags.Static | BindingFlags.NonPublic);
}
}
static string NoiseSineWave_V0(
[Slot(0, Binding.None)] DynamicDimensionVector In,
[Slot(1, Binding.None, -0.5f, 0.5f, 1, 1)] Vector2 MinMax,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
$precision sinIn = sin(In);
$precision sinInOffset = sin(In + 1.0);
$precision randomno = frac(sin((sinIn - sinInOffset) * (12.9898 + 78.233))*43758.5453);
$precision noise = lerp(MinMax.x, MinMax.y, randomno);
Out = sinIn + noise;
}
";
}
static string NoiseSineWave_V1(
[Slot(0, Binding.None)] DynamicDimensionVector In,
[Slot(1, Binding.None, -0.5f, 0.5f, 1, 1)] Vector2 MinMax,
[Slot(2, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
$precision{slot2dimension} sinIn = sin(In);
$precision{slot2dimension} sinInOffset = sin(In + 1.0);
$precision{slot2dimension} randomno = frac(sin((sinIn - sinInOffset) * (12.9898 + 78.233))*43758.5453);
$precision{slot2dimension} noise = lerp(MinMax.x, MinMax.y, randomno);
Out = sinIn + noise;
}
";
}
}
}