using System.Reflection; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Input", "Texture", "Split Texture Transform")] class SplitTextureTransformNode : CodeFunctionNode { public override bool hasPreview { get { return false; } } public SplitTextureTransformNode() { name = "Split Texture Transform"; } protected override MethodInfo GetFunctionToConvert() { return GetType().GetMethod("Unity_SplitTextureTransform", BindingFlags.Static | BindingFlags.NonPublic); } static string Unity_SplitTextureTransform( [Slot(0, Binding.None)] Texture2D In, [Slot(1, Binding.None)] out Vector2 Tiling, [Slot(2, Binding.None)] out Vector2 Offset, [Slot(3, Binding.None)] out Texture2D TextureOnly) { TextureOnly = default; Tiling = default; Offset = default; return @" { TextureOnly = In; TextureOnly.scaleTranslate = float4(1.0f, 1.0f, 0.0f, 0.0f); Tiling = In.scaleTranslate.xy; Offset = In.scaleTranslate.zw; } "; } } }