using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("Input/Vector 1 Node")] public class Vector1Node : PropertyNode, IGeneratesBodyCode { [SerializeField] private float m_Value; public const int OutputSlotId = 0; private const string kOutputSlotName = "Value"; public Vector1Node() { name = "V1Node"; UpdateNodeAfterDeserialization(); } public override bool hasPreview { get { return true; } } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector1, Vector4.zero)); RemoveSlotsNameNotMatching(new[] { OutputSlotId }); } public override PropertyType propertyType { get { return PropertyType.Float; } } public float value { get { return m_Value; } set { if (m_Value == value) return; m_Value = value; if (onModified != null) onModified(this); } } public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode) { if (exposedState == ExposedState.Exposed) visitor.AddShaderProperty(new FloatPropertyChunk(propertyName, description, m_Value, PropertyChunk.HideState.Visible)); } public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode) { if (exposedState == ExposedState.Exposed || generationMode.IsPreview()) visitor.AddShaderChunk(precision + " " + propertyName + ";", true); } public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) { if (exposedState == ExposedState.Exposed || generationMode.IsPreview()) return; visitor.AddShaderChunk(precision + " " + propertyName + " = " + m_Value + ";", true); } public override PreviewProperty GetPreviewProperty() { return new PreviewProperty { m_Name = propertyName, m_PropType = PropertyType.Float, m_Float = m_Value }; } } }