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using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Geometry/Vertex Normal")]
public class VertexNormalNode : AbstractMaterialNode
{
private const string kOutputSlotName = "XYZW";
private const string kOutputSlotNameXYZ = "XYZ";
private const string kOutputSlotNameX = "X";
private const string kOutputSlotNameY = "Y";
private const string kOutputSlotNameZ = "Z";
private const string kOutputSlotNameW = "W";
public const int OutputSlotId = 0;
public const int OutputSlotIdXYZ = 1;
public const int OutputSlotIdX = 2;
public const int OutputSlotIdY = 3;
public const int OutputSlotIdZ = 4;
public const int OutputSlotIdW = 5;
public VertexNormalNode()
{
name = "VertexNormal";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
AddSlot(new Vector3MaterialSlot(OutputSlotIdXYZ, kOutputSlotNameXYZ, kOutputSlotNameXYZ, SlotType.Output, Vector4.zero));
AddSlot(new Vector1MaterialSlot(OutputSlotIdX, kOutputSlotNameX, kOutputSlotNameX, SlotType.Output,0));
AddSlot(new Vector1MaterialSlot(OutputSlotIdY, kOutputSlotNameY, kOutputSlotNameY, SlotType.Output,0));
AddSlot(new Vector1MaterialSlot(OutputSlotIdZ, kOutputSlotNameZ, kOutputSlotNameZ, SlotType.Output, 0));
AddSlot(new Vector1MaterialSlot(OutputSlotIdW, kOutputSlotNameW, kOutputSlotNameW, SlotType.Output, 0));
RemoveSlotsNameNotMatching(validSlots);
}
protected int[] validSlots
{
get { return new[] { OutputSlotId, OutputSlotIdXYZ, OutputSlotIdX, OutputSlotIdY, OutputSlotIdZ, OutputSlotIdW }; }
}
public override string GetVariableNameForSlot(int slotId)
{
switch (slotId)
{
case OutputSlotIdXYZ:
return "v.normal.xyz";
case OutputSlotIdX:
return "v.normal.x";
case OutputSlotIdY:
return "v.normal.y";
case OutputSlotIdZ:
return "v.normal.z";
case OutputSlotIdW:
return "v.normal.w";
default:
return "v.normal";
}
}
}
}