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1.9 KiB

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Serializable]
[Title("Master/Lightweight/Unlit")]
public class LightweightUnlitMasterNode : AbstractLightweightMasterNode
{
public const string ColorSlotName = "Color";
public const string AlphaSlotName = "Alpha";
public const int ColorSlotId = 0;
public const int AlphaSlotId = 1;
public LightweightUnlitMasterNode()
{
name = "LightweightUnlitMasterNode";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector3MaterialSlot(ColorSlotId, ColorSlotName, ColorSlotName, SlotType.Input, Vector3.zero, ShaderStage.Fragment));
AddSlot(new Vector1MaterialSlot(AlphaSlotId, AlphaSlotName, AlphaSlotName, SlotType.Input, 0, ShaderStage.Fragment));
// clear out slot names that do not match the slots
// we support
RemoveSlotsNameNotMatching(
new[]
{
ColorSlotId,
AlphaSlotId
});
}
protected override IEnumerable<int> masterSurfaceInputs
{
get
{
return new[]
{
ColorSlotId,
AlphaSlotId,
};
}
}
protected override IEnumerable<int> masterVertexInputs
{
get
{
return new int[]
{
};
}
}
protected override string GetTemplateName()
{
return "lightweightSubshaderUnlit.template";
}
protected override int GetInterpolatorStartIndex()
{
return 0;
}
}
}