using UnityEngine; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing.Controls; namespace UnityEditor.ShaderGraph { [Title("Input", "Geometry", "Screen Position")] public 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(ShaderGenerator visitor, GenerationMode generationMode) { visitor.AddShaderChunk(string.Format("{0}4 {1} = {2};", precision, GetVariableNameForSlot(kOutputSlotId), m_ScreenSpaceType.ToValueAsVariable()), true); } public bool RequiresScreenPosition() { return true; } } }