using System.Collections.Generic; using UnityEngine.MaterialGraph; using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("Math/Constants")] public class ConstantsNode : PropertyNode, IGeneratesBodyCode { static Dictionary m_constantList = new Dictionary { {ConstantType.TAU, 6.28318530f}, {ConstantType.PHI, 1.618034f}, {ConstantType.E, 2.718282f}, {ConstantType.SQRT2, 1.414214f}, }; [SerializeField] private ConstantType m_constant = ConstantType.PI; private const int kOutputSlotId = 0; private const string kOutputSlotName = "Constant"; public ConstantType constant { get { return m_constant; } set { if (m_constant == value) return; m_constant = value; if (onModified != null) { onModified(this, ModificationScope.Graph); } } } public ConstantsNode() { name = "MathConstant"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector1, Vector4.zero, false)); RemoveSlotsNameNotMatching(new[] { kOutputSlotId }); } public override PropertyType propertyType { get { return PropertyType.Float; } } public override PreviewProperty GetPreviewProperty() { return new PreviewProperty { m_Name = propertyName, m_PropType = PropertyType.Float, m_Float = m_constantList[constant] }; } public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) { visitor.AddShaderChunk(precision + " " + propertyName + " = " + m_constantList[constant] + ";", true); } } }