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using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Title("Math", "Vector", "Fresnel Effect")]
class FresnelNode : CodeFunctionNode
{
public FresnelNode()
{
name = "Fresnel Effect";
m_PreviewMode = PreviewMode.Preview3D;
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_FresnelEffect", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_FresnelEffect(
[Slot(0, Binding.WorldSpaceNormal)] Vector3 Normal,
[Slot(1, Binding.WorldSpaceViewDirection)] Vector3 ViewDir,
[Slot(2, Binding.None, 1, 1, 1, 1)] Vector1 Power,
[Slot(3, Binding.None)] out Vector1 Out)
{
return
@"
{
Out = pow((1.0 - saturate(dot(normalize(Normal), normalize(ViewDir)))), Power);
}
";
}
}
}