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. 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.
NOTE: This Node 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 | Vector 1 | None | Amount of sides |
Width | Input | Vector 1 | None | Polygon width |
Height | Input | Vector 1 | None | Polygon height |
Out | Output | Vector 1 | 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));
}