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using UnityEngine;
using System.Reflection;
namespace UnityEditor.ShaderGraph
{
[Title("Math", "Range", "Random Range")]
class RandomRangeNode : CodeFunctionNode
{
public RandomRangeNode()
{
name = "Random Range";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_RandomRange", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_RandomRange(
[Slot(0, Binding.None)] Vector2 Seed,
[Slot(1, Binding.None)] Vector1 Min,
[Slot(2, Binding.None, 1, 1, 1, 1)] Vector1 Max,
[Slot(3, Binding.None)] out Vector1 Out)
{
return
@"
{
$precision randomno = frac(sin(dot(Seed, $precision2(12.9898, 78.233)))*43758.5453);
Out = lerp(Min, Max, randomno);
}";
}
}
}