using UnityEngine; using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { [FormerName("UnityEngine.MaterialGraph.ViewDirectionNode")] [Title("Input", "Geometry", "View Direction")] public class ViewDirectionNode : GeometryNode, IMayRequireViewDirection { private const int kOutputSlotId = 0; public const string kOutputSlotName = "Out"; public ViewDirectionNode() { name = "View Direction"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new Vector3MaterialSlot( kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero)); RemoveSlotsNameNotMatching(new[] { kOutputSlotId }); } public override string GetVariableNameForSlot(int slotId) { return string.Format("IN.{0}", space.ToVariableName(InterpolatorType.ViewDirection)); } public NeededCoordinateSpace RequiresViewDirection() { return space.ToNeededCoordinateSpace(); } } }