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using System.Collections.Generic;
using System.Linq;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Basic", "Float")]
class Vector1Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
[SerializeField]
private float m_Value = 0;
const string kInputSlotXName = "X";
const string kOutputSlotName = "Out";
public const int InputSlotXId = 1;
public const int OutputSlotId = 0;
public Vector1Node()
{
name = "Float";
synonyms = new string[] { "Vector 1", "1", "v1", "vec1", "scalar" };
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector1MaterialSlot(InputSlotXId, kInputSlotXName, kInputSlotXName, SlotType.Input, m_Value));
AddSlot(new Vector1MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, 0));
RemoveSlotsNameNotMatching(new[] { OutputSlotId, InputSlotXId });
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
var inputValue = GetSlotValue(InputSlotXId, generationMode);
sb.AppendLine(string.Format("$precision {0} = {1};", GetVariableNameForSlot(OutputSlotId), inputValue));
}
public AbstractShaderProperty AsShaderProperty()
{
var slot = FindInputSlot<Vector1MaterialSlot>(InputSlotXId);
return new Vector1ShaderProperty { value = slot.value };
}
public override void OnAfterDeserialize()
{
base.OnAfterDeserialize();
name = "Float";
}
int IPropertyFromNode.outputSlotId { get { return OutputSlotId; } }
}
}