A game about forced loneliness, made by TACStudios
1using UnityEditor.Graphing;
2using UnityEngine;
3
4namespace UnityEditor.ShaderGraph
5{
6 [Title("Input", "Scene", "Camera")]
7 class CameraNode : AbstractMaterialNode, IMayRequireTransform
8 {
9 const string kOutputSlotName = "Position";
10 const string kOutputSlot1Name = "Direction";
11 const string kOutputSlot2Name = "Orthographic";
12 const string kOutputSlot3Name = "Near Plane";
13 const string kOutputSlot4Name = "Far Plane";
14 const string kOutputSlot5Name = "Z Buffer Sign";
15 const string kOutputSlot6Name = "Width";
16 const string kOutputSlot7Name = "Height";
17
18 public const int OutputSlotId = 0;
19 public const int OutputSlot1Id = 1;
20 public const int OutputSlot2Id = 2;
21 public const int OutputSlot3Id = 3;
22 public const int OutputSlot4Id = 4;
23 public const int OutputSlot5Id = 5;
24 public const int OutputSlot6Id = 6;
25 public const int OutputSlot7Id = 7;
26
27 public CameraNode()
28 {
29 name = "Camera";
30 synonyms = new string[] { "position", "direction", "orthographic", "near plane", "far plane", "width", "height" };
31 UpdateNodeAfterDeserialization();
32 }
33
34 public sealed override void UpdateNodeAfterDeserialization()
35 {
36 AddSlot(new Vector3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector3.zero));
37 AddSlot(new Vector3MaterialSlot(OutputSlot1Id, kOutputSlot1Name, kOutputSlot1Name, SlotType.Output, Vector3.zero));
38 AddSlot(new Vector1MaterialSlot(OutputSlot2Id, kOutputSlot2Name, kOutputSlot2Name, SlotType.Output, 0));
39 AddSlot(new Vector1MaterialSlot(OutputSlot3Id, kOutputSlot3Name, kOutputSlot3Name, SlotType.Output, 0));
40 AddSlot(new Vector1MaterialSlot(OutputSlot4Id, kOutputSlot4Name, kOutputSlot4Name, SlotType.Output, 1));
41 AddSlot(new Vector1MaterialSlot(OutputSlot5Id, kOutputSlot5Name, kOutputSlot5Name, SlotType.Output, 1));
42 AddSlot(new Vector1MaterialSlot(OutputSlot6Id, kOutputSlot6Name, kOutputSlot6Name, SlotType.Output, 1));
43 AddSlot(new Vector1MaterialSlot(OutputSlot7Id, kOutputSlot7Name, kOutputSlot7Name, SlotType.Output, 1));
44 RemoveSlotsNameNotMatching(new[] { OutputSlotId, OutputSlot1Id, OutputSlot2Id, OutputSlot3Id, OutputSlot4Id, OutputSlot5Id, OutputSlot6Id, OutputSlot7Id });
45 }
46
47 public override string GetVariableNameForSlot(int slotId)
48 {
49 switch (slotId)
50 {
51 case OutputSlot1Id:
52 return "-UNITY_MATRIX_V[2].xyz";
53 case OutputSlot2Id:
54 return "unity_OrthoParams.w";
55 case OutputSlot3Id:
56 return "_ProjectionParams.y";
57 case OutputSlot4Id:
58 return "_ProjectionParams.z";
59 case OutputSlot5Id:
60 return "_ProjectionParams.x";
61 case OutputSlot6Id:
62 return "unity_OrthoParams.x";
63 case OutputSlot7Id:
64 return "unity_OrthoParams.y";
65 default:
66 return "_WorldSpaceCameraPos";
67 }
68 }
69
70 public NeededTransform[] RequiresTransform(ShaderStageCapability stageCapability = ShaderStageCapability.All)
71 {
72 return new[]
73 {
74 NeededTransform.ObjectToWorld,
75 NeededTransform.WorldToObject
76 };
77 }
78 }
79}