using System; using UnityEngine; namespace UnityEditor.ShaderGraph { [Serializable] public class PositionMaterialSlot : SpaceMaterialSlot, IMayRequirePosition { public PositionMaterialSlot() {} public PositionMaterialSlot(int slotId, string displayName, string shaderOutputName, CoordinateSpace space, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false) : base(slotId, displayName, shaderOutputName, space, shaderStage, hidden) {} public override string GetDefaultValue(GenerationMode generationMode) { return string.Format("IN.{0}", space.ToVariableName(InterpolatorType.Position)); } public NeededCoordinateSpace RequiresPosition() { if (isConnected) return NeededCoordinateSpace.None; return space.ToNeededCoordinateSpace(); } } }