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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);
}
";
}
}
}