namespace UnityEngine.MaterialGraph { [Title("UV/UV Panner")] public class PannerNode : Function3Input, IGeneratesFunction { public PannerNode() { name = "UVPanner"; } protected override string GetFunctionName() { return "unity_uvpanner_" + precision; } protected override string GetInputSlot1Name() { return "UV"; } protected override string GetInputSlot2Name() { return "HorizontalOffset"; } protected override string GetInputSlot3Name() { return "VerticalOffset"; } protected override MaterialSlot GetInputSlot1() { return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector2, Vector4.zero); } protected override MaterialSlot GetInputSlot2() { return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector1, Vector4.zero); } protected override MaterialSlot GetInputSlot3() { return new MaterialSlot(InputSlot3Id, GetInputSlot3Name(), kInputSlot3ShaderName, UnityEngine.Graphing.SlotType.Input, SlotValueType.Vector1, Vector4.zero); } protected override MaterialSlot GetOutputSlot() { return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, UnityEngine.Graphing.SlotType.Output, SlotValueType.Vector2, Vector2.zero); } public override bool hasPreview { get { return true; } } public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) { var outputString = new ShaderGenerator(); outputString.AddShaderChunk(GetFunctionPrototype("UV", "HorizontalOffset", "VerticalOffset"), false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("return float2(UV.x + HorizontalOffset, UV.y + VerticalOffset);", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } } }