using System; using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { /* [Serializable] [Title("Master/Metallic")] public class MetallicMasterNode : AbstractSurfaceMasterNode { public const string MetallicSlotName = "Metallic"; public const int MetallicSlotId = 2; public const string LightFunctionName = "Standard"; public const string SurfaceOutputStructureName = "SurfaceOutputStandard"; public MetallicMasterNode() { name = "MetallicMasterNode"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(VertexOffsetId, VertexOffsetName, VertexOffsetName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Vertex)); AddSlot(new MaterialSlot(AlbedoSlotId, AlbedoSlotName, AlbedoSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment)); AddSlot(new MaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment)); AddSlot(new MaterialSlot(EmissionSlotId, EmissionSlotName, EmissionSlotName, SlotType.Input, SlotValueType.Vector3, Vector4.zero, ShaderStage.Fragment)); AddSlot(new MaterialSlot(MetallicSlotId, MetallicSlotName, MetallicSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); AddSlot(new MaterialSlot(SmoothnessSlotId, SmoothnessSlotName, SmoothnessSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); AddSlot(new MaterialSlot(OcclusionSlotId, OcclusionSlotName, OcclusionSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); AddSlot(new MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, SlotValueType.Vector1, Vector4.zero, ShaderStage.Fragment)); // clear out slot names that do not match the slots // we support RemoveSlotsNameNotMatching( new[] { AlbedoSlotId, NormalSlotId, EmissionSlotId, MetallicSlotId, SmoothnessSlotId, OcclusionSlotId, AlphaSlotId, VertexOffsetId }); } protected override int[] surfaceInputs { get { return new[] { AlbedoSlotId, NormalSlotId, EmissionSlotId, MetallicSlotId, SmoothnessSlotId, OcclusionSlotId, AlphaSlotId, }; } } protected override int[] vertexInputs { get { return new[] { VertexOffsetId }; } } public override string GetSurfaceOutputName() { return SurfaceOutputStructureName; } public override string GetLightFunction() { return LightFunctionName; } }*/ }