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using System.Reflection;
namespace UnityEditor.ShaderGraph
{
[Title("Math", "Interpolation", "Smoothstep")]
class SmoothstepNode : CodeFunctionNode
{
public SmoothstepNode()
{
name = "Smoothstep";
synonyms = new string[] { "curve" };
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Smoothstep", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Smoothstep(
[Slot(0, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector Edge1,
[Slot(1, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector Edge2,
[Slot(2, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector In,
[Slot(3, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = smoothstep(Edge1, Edge2, In);
}";
}
}
}