using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("Input/Vector 2 Node")] public class Vector2Node : PropertyNode, IGeneratesBodyCode { private const int kOutputSlotId = 0; private const string kOutputSlotName = "Value"; [SerializeField] private Vector2 m_Value; public Vector2Node() { name = "V2Node"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector2, Vector4.zero)); RemoveSlotsNameNotMatching(new[] { kOutputSlotId }); } public override PropertyType propertyType { get { return PropertyType.Vector2; } } public Vector2 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 + "2 " + propertyName + ";", true); } public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) { if (exposedState == ExposedState.Exposed || generationMode.IsPreview()) return; visitor.AddShaderChunk(precision + "2 " + propertyName + " = " + precision + "2 (" + m_Value.x + ", " + m_Value.y + ");", true); } public override PreviewProperty GetPreviewProperty() { return new PreviewProperty { m_Name = propertyName, m_PropType = PropertyType.Vector2, m_Vector4 = m_Value }; } } }