using System; using System.Text; using UnityEditor.Graphing; using UnityEngine; namespace UnityEditor.ShaderGraph.Internal { [Serializable] public abstract class VectorShaderProperty : AbstractShaderProperty { internal override bool isBatchable => true; internal override bool isExposable => true; internal override bool isRenamable => true; internal override string GetPropertyBlockString() { return $"{hideTagString}{referenceName}(\"{displayName}\", Vector) = ({NodeUtils.FloatToShaderValue(value.x)}, {NodeUtils.FloatToShaderValue(value.y)}, {NodeUtils.FloatToShaderValue(value.z)}, {NodeUtils.FloatToShaderValue(value.w)})"; } } }