using UnityEngine; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing.Controls; namespace UnityEditor.ShaderGraph { [Title("Input", "Geometry", "Screen Position")] class ScreenPositionNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireScreenPosition { public ScreenPositionNode() { name = "Screen Position"; UpdateNodeAfterDeserialization(); } [SerializeField] private ScreenSpaceType m_ScreenSpaceType = ScreenSpaceType.Default; [EnumControl("Mode")] public ScreenSpaceType screenSpaceType { get { return m_ScreenSpaceType; } set { if (m_ScreenSpaceType == value) return; m_ScreenSpaceType = value; Dirty(ModificationScope.Graph); } } private const int kOutputSlotId = 0; private const string kOutputSlotName = "Out"; public override bool hasPreview { get { return true; } } public override PreviewMode previewMode { get { return PreviewMode.Preview2D; } } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new Vector4MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero)); RemoveSlotsNameNotMatching(new[] { kOutputSlotId }); } public void GenerateNodeCode(ShaderStringBuilder sb, GraphContext graphContext, GenerationMode generationMode) { sb.AppendLine(string.Format("$precision4 {0} = {1};", GetVariableNameForSlot(kOutputSlotId), m_ScreenSpaceType.ToValueAsVariable())); } public bool RequiresScreenPosition(ShaderStageCapability stageCapability) { return true; } } }