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using System.Reflection;
using UnityEditor.Graphing;
using UnityEngine;
using UnityEngine.Rendering.HighDefinition;
namespace UnityEditor.ShaderGraph
{
[SRPFilter(typeof(HDRenderPipeline))]
[Title("Utility", "High Definition Render Pipeline", "Eye", "Builtin Iris Radius")]
class BuiltinIrisRadius : AbstractMaterialNode, IGeneratesBodyCode
{
public BuiltinIrisRadius()
{
name = "Builtin Iris Radius";
UpdateNodeAfterDeserialization();
}
public override string documentationURL => Documentation.GetPageLink("BuiltinIrisRadius");
const int kBuiltinIrisRadiusId = 0;
const string kBuiltinIrisRadiusName = "BuiltinIrisRadius";
public override bool hasPreview { get { return false; } }
public sealed override void UpdateNodeAfterDeserialization()
{
// Output
AddSlot(new Vector1MaterialSlot(kBuiltinIrisRadiusId, kBuiltinIrisRadiusName, kBuiltinIrisRadiusName, SlotType.Output, 0));
RemoveSlotsNameNotMatching(new[]
{
// Output
kBuiltinIrisRadiusId,
});
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
if (generationMode == GenerationMode.ForReals)
{
sb.AppendLine("$precision {0} = BUILTIN_IRIS_RADIUS;",
GetVariableNameForSlot(kBuiltinIrisRadiusId)
);
}
else
{
sb.AppendLine("$precision {0} = 0.0;",
GetVariableNameForSlot(kBuiltinIrisRadiusId)
);
}
}
}
}