using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { public interface IMayRequireScreenPosition { bool RequiresScreenPosition(); } [Title("Input/Scene Data/Screen Position")] public class ScreenPosNode : AbstractMaterialNode, IMayRequireScreenPosition { public ScreenPosNode() { name = "ScreenPosition"; UpdateNodeAfterDeserialization(); } private const int kOutputSlot1Id = 0; private const string kOutputSlot1Name = "Raw ScreenPos"; private const int kOutputSlot2Id = 1; private const string kOutputSlot2Name = "Normalized"; public override bool hasPreview { get { return true; } } public override PreviewMode previewMode { get { return PreviewMode.Preview2D; } } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(kOutputSlot1Id, kOutputSlot1Name, kOutputSlot1Name, SlotType.Output, SlotValueType.Vector4, Vector4.zero)); AddSlot(new MaterialSlot(kOutputSlot2Id, kOutputSlot2Name, kOutputSlot2Name, SlotType.Output, SlotValueType.Vector3, Vector3.zero)); RemoveSlotsNameNotMatching(new[] { kOutputSlot1Id, kOutputSlot2Id }); } public override string GetVariableNameForSlot(int slotId) { string returnString = ""; switch (slotId) { case 0: returnString = ShaderGeneratorNames.ScreenPosition; break; case 1: returnString = "float3(" + ShaderGeneratorNames.ScreenPosition + ".xy / " + ShaderGeneratorNames.ScreenPosition + ".w, 0)"; break; } return returnString; } public bool RequiresScreenPosition() { return true; } } }