using System.Reflection; namespace UnityEditor.ShaderGraph { [Title("Math", "Interpolation", "Inverse Lerp")] class InverseLerpNode : CodeFunctionNode { public InverseLerpNode() { name = "Inverse Lerp"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_InverseLerp", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_InverseLerp( [Slot(0, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector A, [Slot(1, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector B, [Slot(2, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector T, [Slot(3, Binding.None)] out DynamicDimensionVector Out) { return @" { Out = (T - A)/(B - A); }"; } } }