using System.Reflection; using UnityEngine; using UnityEngine.Rendering.HighDefinition; namespace UnityEditor.ShaderGraph { [SRPFilter(typeof(HDRenderPipeline))] [Title("Utility", "High Definition Render Pipeline", "Eye", "IrisOffset")] class IrisOffset : CodeFunctionNode { public IrisOffset() { name = "Iris Offset"; } public override bool hasPreview { get { return false; } } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_IrisOffset", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_IrisOffset( [Slot(0, Binding.None, 0, 0, 0, 0)] Vector2 IrisUV, [Slot(1, Binding.None, 0, 0, 0, 0)] Vector2 IrisOffset, [Slot(2, Binding.None)] out Vector2 DisplacedIrisUV) { DisplacedIrisUV = Vector3.zero; return @" { DisplacedIrisUV = (IrisUV + IrisOffset); } "; } } }