using System.Reflection; namespace UnityEditor.ShaderGraph { [Title("Math", "Range", "Maximum")] class MaximumNode : CodeFunctionNode { public MaximumNode() { name = "Maximum"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_Maximum", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_Maximum( [Slot(0, Binding.None)] DynamicDimensionVector A, [Slot(1, Binding.None)] DynamicDimensionVector B, [Slot(2, Binding.None)] out DynamicDimensionVector Out) { return @" { Out = max(A, B); } "; } } }