using UnityEditor.Graphing; using UnityEngine; namespace UnityEditor.ShaderGraph { [Title("Input", "Scene", "Screen")] sealed class ScreenNode : AbstractMaterialNode { const string kOutputSlotName = "Width"; const string kOutputSlot1Name = "Height"; public const int OutputSlotId = 0; public const int OutputSlot1Id = 1; public ScreenNode() { name = "Screen"; UpdateNodeAfterDeserialization(); } public override void UpdateNodeAfterDeserialization() { AddSlot(new Vector1MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, 0)); AddSlot(new Vector1MaterialSlot(OutputSlot1Id, kOutputSlot1Name, kOutputSlot1Name, SlotType.Output, 0)); RemoveSlotsNameNotMatching(new[] { OutputSlotId, OutputSlot1Id }); } public override string GetVariableNameForSlot(int slotId) { switch (slotId) { case OutputSlot1Id: return "_ScreenParams.y"; default: return "_ScreenParams.x"; } } } }