using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("Math/Matrix/Multiply")] public class MatrixMultiplyNode : Function2Input, IGeneratesFunction { public MatrixMultiplyNode() { name = "MatrixMultiply"; } protected override string GetFunctionName() { return "unity_matrix_multiply_" + precision; } public void GenerateNodeFunction(ShaderGenerator visitor, GenerationMode generationMode) { var outputString = new ShaderGenerator(); outputString.AddShaderChunk(GetFunctionPrototype("arg1", "arg2"), false); outputString.AddShaderChunk("{", false); outputString.Indent(); outputString.AddShaderChunk("return mul(arg1, arg2);", false); outputString.Deindent(); outputString.AddShaderChunk("}", false); visitor.AddShaderChunk(outputString.GetShaderString(0), true); } public override bool hasPreview { get { return false; } } /*protected override MaterialSlot GetInputSlot1() { return new MaterialSlot(InputSlot1Id, GetInputSlot1Name(), kInputSlot1ShaderName, SlotType.Input, SlotValueType.Matrix3, Vector4.zero); } protected override MaterialSlot GetInputSlot2() { return new MaterialSlot(InputSlot2Id, GetInputSlot2Name(), kInputSlot2ShaderName, SlotType.Input, SlotValueType.Matrix3, Vector4.zero); } protected override MaterialSlot GetOutputSlot() { return new MaterialSlot(OutputSlotId, GetOutputSlotName(), kOutputSlotShaderName, SlotType.Output, SlotValueType.Matrix3, Vector4.zero); }*/ } }