A game about forced loneliness, made by TACStudios
1using UnityEditor.ShaderGraph.Drawing.Controls;
2using UnityEngine;
3using UnityEditor.Graphing;
4using UnityEditor.ShaderGraph.Internal;
5
6namespace UnityEditor.ShaderGraph
7{
8 [Title("Input", "Geometry", "UV")]
9 class UVNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireMeshUV
10 {
11 public const int OutputSlotId = 0;
12 private const string kOutputSlotName = "Out";
13
14 [SerializeField]
15 private UVChannel m_OutputChannel;
16
17 [EnumControl("Channel")]
18 public UVChannel uvChannel
19 {
20 get { return m_OutputChannel; }
21 set
22 {
23 if (m_OutputChannel == value)
24 return;
25
26 m_OutputChannel = value;
27 Dirty(ModificationScope.Graph);
28 }
29 }
30
31 public override bool hasPreview { get { return true; } }
32
33 public UVNode()
34 {
35 name = "UV";
36 synonyms = new string[] { "texcoords", "coords", "coordinates" };
37 UpdateNodeAfterDeserialization();
38 }
39
40 public override void UpdateNodeAfterDeserialization()
41 {
42 AddSlot(new Vector4MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector2.zero));
43 RemoveSlotsNameNotMatching(new[] { OutputSlotId });
44 }
45
46 public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
47 {
48 sb.AppendLine(string.Format("$precision4 {0} = IN.{1};", GetVariableNameForSlot(OutputSlotId), m_OutputChannel.GetUVName()));
49 }
50
51 public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability)
52 {
53 return channel == uvChannel;
54 }
55 }
56}