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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Math", "Range", "Remap")]
class RemapNode : CodeFunctionNode
{
public RemapNode()
{
name = "Remap";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Remap", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Remap(
[Slot(0, Binding.None, -1, -1, -1, -1)] DynamicDimensionVector In,
[Slot(1, Binding.None, -1, 1, 0, 0)] Vector2 InMinMax,
[Slot(2, Binding.None, 0, 1, 0, 0)] Vector2 OutMinMax,
[Slot(3, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
";
}
}
}