using System; using UnityEngine; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Internal; namespace UnityEditor.ShaderGraph { [Serializable] class Matrix4ShaderProperty : MatrixShaderProperty { public Matrix4ShaderProperty() { displayName = "Matrix4x4"; value = Matrix4x4.identity; } internal override bool isGpuInstanceable => true; public override PropertyType propertyType => PropertyType.Matrix4; internal override AbstractMaterialNode ToConcreteNode() { return new Matrix4Node { row0 = new Vector4(value.m00, value.m01, value.m02, value.m03), row1 = new Vector4(value.m10, value.m11, value.m12, value.m13), row2 = new Vector4(value.m20, value.m21, value.m22, value.m23), row3 = new Vector4(value.m30, value.m31, value.m32, value.m33) }; } internal override PreviewProperty GetPreviewMaterialProperty() { return new PreviewProperty(propertyType) { name = referenceName, matrixValue = value }; } internal override ShaderInput Copy() { return new Matrix4ShaderProperty() { displayName = displayName, hidden = hidden, value = value }; } } }