Singularity/Library/PackageCache/com.unity.shadergraph@12.1.11/Documentation~/Polygon-Node.md

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2024-05-06 14:45:45 -04:00
# Polygon Node
## Description
Generates a regular polygon shape based on input **UV** at the size specified by inputs **Width** and **Height**. The polygon's amount of sides is determined by input **Sides**. The generated shape can be offset or tiled by connecting a [Tiling And Offset Node](Tiling-And-Offset-Node.md). Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating polygon effect first connect your input through a [Fraction Node](Fraction-Node.md).
NOTE: This [Node](Node.md) can only be used in the **Fragment** shader stage.
## Ports
| Name | Direction | Type | Binding | Description |
|:------------ |:-------------|:-----|:---|:---|
| UV | Input | Vector 2 | UV | Input UV value |
| Sides | Input | Float | None | Amount of sides |
| Width | Input | Float | None | Polygon width |
| Height | Input | Float | None | Polygon height |
| Out | Output | Float | None | Output value |
## Generated Code Example
The following example code represents one possible outcome of this node.
```
void Unity_Polygon_float(float2 UV, float Sides, float Width, float Height, out float Out)
{
float pi = 3.14159265359;
float aWidth = Width * cos(pi / Sides);
float aHeight = Height * cos(pi / Sides);
float2 uv = (UV * 2 - 1) / float2(aWidth, aHeight);
uv.y *= -1;
float pCoord = atan2(uv.x, uv.y);
float r = 2 * pi / Sides;
float distance = cos(floor(0.5 + pCoord / r) * r - pCoord) * length(uv);
Out = saturate((1 - distance) / fwidth(distance));
}
```