using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("Input/Sine Time Node")] public class SinTimeNode : AbstractMaterialNode, IRequiresTime { public SinTimeNode() { name = "Sine Time"; UpdateNodeAfterDeserialization(); } private const int kOutputSlotId = 0; private const string kOutputSlotName = "SinTime"; public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector4, Vector4.one)); RemoveSlotsNameNotMatching(new[] { kOutputSlotId }); } public override bool hasPreview { get { return true; } } public override string GetVariableNameForSlot(int slotIds) { return "_SinTime"; } } }