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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Gradient", "Blackbody")]
class BlackbodyNode : CodeFunctionNode
{
public BlackbodyNode()
{
name = "Blackbody";
}
public override bool hasPreview
{
get { return true; }
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_Blackbody", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_Blackbody(
[Slot(0, Binding.None, 512.0f, 512.0f, 512.0f, 512.0f)] Vector1 Temperature,
[Slot(1, Binding.None)] out Vector3 Out)
{
Out = Vector3.zero;
return
@"
{
//based on data by Mitchell Charity http://www.vendian.org/mncharity/dir3/blackbody/
$precision3 color = $precision3(255.0, 255.0, 255.0);
color.x = 56100000. * pow(Temperature,(-3.0 / 2.0)) + 148.0;
color.y = 100.04 * log(Temperature) - 623.6;
if (Temperature > 6500.0) color.y = 35200000.0 * pow(Temperature,(-3.0 / 2.0)) + 184.0;
color.z = 194.18 * log(Temperature) - 1448.6;
color = clamp(color, 0.0, 255.0)/255.0;
if (Temperature < 1000.0) color *= Temperature/1000.0;
Out = color;
}
";
}
}
}