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using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Normal Node")]
public class NormalNode : AbstractMaterialNode
{
private const int kOutputSlotId = 0;
private const string kOutputSlotName = "Normal";
public NormalNode()
{
name = "Normal";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector3, new Vector4(0, 0, 1, 1)));
RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
}
public override bool hasPreview
{
get { return true; }
}
public override PreviewMode previewMode
{
get { return PreviewMode.Preview3D; }
}
public override string GetVariableNameForSlot(int slotId)
{
return "o.Normal";
}
}
}