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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Procedural", "Shape", "Ellipse")]
class EllipseNode : CodeFunctionNode
{
public EllipseNode()
{
name = "Ellipse";
synonyms = new string[] { "circle" };
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Ellipse", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Ellipse(
[Slot(0, Binding.MeshUV0)] Vector2 UV,
[Slot(2, Binding.None, 0.5f, 0, 0, 0)] Vector1 Width,
[Slot(3, Binding.None, 0.5f, 0, 0, 0)] Vector1 Height,
[Slot(4, Binding.None, ShaderStageCapability.Fragment)] out Vector1 Out)
{
return
@"
{
#if defined(SHADER_STAGE_RAY_TRACING)
Out = saturate((1.0 - length((UV * 2 - 1) / $precision2(Width, Height))) * 1e7);
#else
$precision d = length((UV * 2 - 1) / $precision2(Width, Height));
Out = saturate((1 - d) / fwidth(d));
#endif
}";
}
}
}