using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("Input/Normal Node")] public class NormalNode : AbstractMaterialNode { private const int kOutputSlotId = 0; private const string kOutputSlotName = "Normal"; public NormalNode() { name = "Normal"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector3, new Vector4(0, 0, 1, 1))); RemoveSlotsNameNotMatching(new[] { kOutputSlotId }); } public override bool hasPreview { get { return true; } } public override PreviewMode previewMode { get { return PreviewMode.Preview3D; } } public override string GetVariableNameForSlot(int slotId) { return "o.Normal"; } } }