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if (property is FloatShaderProperty) |
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{ |
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AddSlot(new Vector1MaterialSlot(OutputSlotId, "float", "float", SlotType.Output, 0)); |
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AddSlot(new Vector1MaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, 0)); |
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AddSlot(new Vector2MaterialSlot(OutputSlotId, "V2", "V2", SlotType.Output, Vector4.zero)); |
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AddSlot(new Vector2MaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, Vector4.zero)); |
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AddSlot(new Vector3MaterialSlot(OutputSlotId, "V3", "V3", SlotType.Output, Vector4.zero)); |
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AddSlot(new Vector3MaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, Vector4.zero)); |
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AddSlot(new Vector4MaterialSlot(OutputSlotId, "V4", "V4", SlotType.Output, Vector4.zero)); |
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AddSlot(new Vector4MaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, Vector4.zero)); |
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AddSlot(new Vector4MaterialSlot(OutputSlotId, "Color", "Color", SlotType.Output, Vector4.zero)); |
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AddSlot(new Vector4MaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, Vector4.zero)); |
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AddSlot(new Texture2DMaterialSlot(OutputSlotId, "T", "T", SlotType.Output)); |
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AddSlot(new Texture2DMaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output)); |
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AddSlot(new CubemapMaterialSlot(OutputSlotId, "C", "C", SlotType.Output)); |
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AddSlot(new CubemapMaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output)); |
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RemoveSlotsNameNotMatching(new[] { OutputSlotId }); |
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} |
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} |
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