using UnityEngine; using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { [FormerName("UnityEngine.MaterialGraph.WorldPosNode")] [Title("Input", "Geometry", "Position")] public class PositionNode : GeometryNode, IMayRequirePosition { private const int kOutputSlotId = 0; public const string kOutputSlotName = "Out"; public PositionNode() { name = "Position"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new Vector3MaterialSlot( kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector3.zero)); RemoveSlotsNameNotMatching(new[] { kOutputSlotId }); } public override string GetVariableNameForSlot(int slotId) { return string.Format("IN.{0}", space.ToVariableName(InterpolatorType.Position)); } public NeededCoordinateSpace RequiresPosition() { return space.ToNeededCoordinateSpace(); } } }