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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Texture", "Split Texture Transform")]
class SplitTextureTransformNode : CodeFunctionNode
{
public override bool hasPreview { get { return false; } }
public SplitTextureTransformNode()
{
name = "Split Texture Transform";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_SplitTextureTransform", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_SplitTextureTransform(
[Slot(0, Binding.None)] Texture2D In,
[Slot(1, Binding.None)] out Vector2 Tiling,
[Slot(2, Binding.None)] out Vector2 Offset,
[Slot(3, Binding.None)] out Texture2D TextureOnly)
{
TextureOnly = default;
Tiling = default;
Offset = default;
return
@"
{
TextureOnly = In;
TextureOnly.scaleTranslate = float4(1.0f, 1.0f, 0.0f, 0.0f);
Tiling = In.scaleTranslate.xy;
Offset = In.scaleTranslate.zw;
}
";
}
}
}