using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("Input/Toggle")] public class ToggleNode : PropertyNode, IGeneratesBodyCode { [SerializeField] private float m_Float; private bool m_ToggleState; private const int kOutputSlotId = 0; private const string kOutputSlotName = "Ouput"; public ToggleNode() { name = "Toggle"; UpdateNodeAfterDeserialization(); } /* public override bool hasPreview { get { return true; } }*/ public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector1, Vector2.zero)); RemoveSlotsNameNotMatching(new[] { kOutputSlotId }); } public override PropertyType propertyType { get { return PropertyType.Float; } } public bool value { get { return m_ToggleState; } set { if (m_ToggleState == value) return; m_ToggleState = value; if (onModified != null) { onModified(this, ModificationScope.Node); } } } public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode) { if (exposedState == ExposedState.Exposed) visitor.AddShaderProperty(new FloatPropertyChunk(propertyName, description, 0f, PropertyChunk.HideState.Visible)); } public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode) { if (exposedState == ExposedState.Exposed || generationMode.IsPreview()) visitor.AddShaderChunk(precision + " " + propertyName + ";", true); } public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) { if (exposedState == ExposedState.Exposed || generationMode.IsPreview()) return; visitor.AddShaderChunk(value.ToString (), true); } public override PreviewProperty GetPreviewProperty() { return new PreviewProperty { m_Name = propertyName, m_PropType = PropertyType.Float, m_Float = value ? 1f : 0f }; } } }