using System; using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { [Serializable] public class Matrix4MaterialSlot : MaterialSlot { public Matrix4MaterialSlot() { } public Matrix4MaterialSlot( int slotId, string displayName, string shaderOutputName, SlotType slotType, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false) : base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden) { } protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision) { return precision + "4x4 (1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1)"; } public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode) { } public override void CopyValuesFrom(MaterialSlot foundSlot) { } public override SlotValueType valueType { get { return SlotValueType.Matrix4; } } public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Matrix4; } } } }