using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("Input/Vector 4 Node")] public class Vector4Node : PropertyNode, IGeneratesBodyCode { [SerializeField] private Vector4 m_Value; private const int kOutputSlotId = 0; private const string kOutputSlotName = "Value"; public Vector4Node() { name = "V4Node"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector4, Vector4.zero)); RemoveSlotsNameNotMatching(new[] { kOutputSlotId }); } public override PropertyType propertyType { get { return PropertyType.Vector4; } } public Vector4 value { get { return m_Value; } set { if (m_Value == value) return; m_Value = value; if (onModified != null) onModified(this, ModificationScope.Node); } } public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode) { if (exposedState == ExposedState.Exposed) visitor.AddShaderProperty(new VectorPropertyChunk(propertyName, description, m_Value, PropertyChunk.HideState.Visible)); } public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode) { if (exposedState == ExposedState.Exposed || generationMode.IsPreview()) visitor.AddShaderChunk(precision + "4 " + propertyName + ";", true); } public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) { if (exposedState == ExposedState.Exposed || generationMode.IsPreview()) return; visitor.AddShaderChunk(precision + "4 " + propertyName + " = " + precision + "4 (" + m_Value.x + ", " + m_Value.y + ", " + m_Value.z + ", " + m_Value.w + ");", true); } public override PreviewProperty GetPreviewProperty() { return new PreviewProperty { m_Name = propertyName, m_PropType = PropertyType.Vector4, m_Vector4 = m_Value }; } } }