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using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Scene Data/Camera Direction")]
public class CamDirNode : AbstractMaterialNode
{
public CamDirNode()
{
name = "CameraDirection";
UpdateNodeAfterDeserialization();
}
private const int kOutputSlotId = 0;
private const string kOutputSlotName = "Output";
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 "UNITY_MATRIX_IT_MV [2].xyz";
}
}
}