using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { public interface IMayRequireScreenPosition { bool RequiresScreenPosition(); } [Title("Input/Scene Data/Screen Position")] public class ScreenPosNode : AbstractMaterialNode, IMayRequireScreenPosition { public ScreenPosNode() { name = "ScreenPosition"; UpdateNodeAfterDeserialization(); } private const int kOutputSlotId = 0; private const string kOutputSlotName = "ScreenPos"; public override bool hasPreview { get { return true; } } public override PreviewMode previewMode { get { return PreviewMode.Preview2D; } } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector4, Vector4.zero)); RemoveSlotsNameNotMatching(new[] { kOutputSlotId }); } public override string GetVariableNameForSlot(int slotId) { return ShaderGeneratorNames.ScreenPosition; } public bool RequiresScreenPosition() { return true; } } }