A game about forced loneliness, made by TACStudios
1using UnityEditor.Graphing;
2using UnityEngine;
3
4namespace UnityEditor.ShaderGraph
5{
6 [Title("Input", "Scene", "Object")]
7 sealed class ObjectNode : AbstractMaterialNode, IMayRequireTransform
8 {
9 const string kOutputSlotName = "Position";
10 const string kOutputSlot1Name = "Scale";
11 const string kOutputSlot2Name = "World Bounds Min";
12 const string kOutputSlot3Name = "World Bounds Max";
13 const string kOutputSlot4Name = "Bounds Size";
14
15 public const int OutputSlotId = 0;
16 public const int OutputSlot1Id = 1;
17 public const int OutputSlot2Id = 2;
18 public const int OutputSlot3Id = 3;
19 public const int OutputSlot4Id = 4;
20
21 public ObjectNode()
22 {
23 name = "Object";
24 synonyms = new string[] { "position", "scale", "bounds", "size" };
25 UpdateNodeAfterDeserialization();
26 }
27
28 public override void UpdateNodeAfterDeserialization()
29 {
30 AddSlot(new Vector3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector3.zero));
31 AddSlot(new Vector3MaterialSlot(OutputSlot1Id, kOutputSlot1Name, kOutputSlot1Name, SlotType.Output, Vector3.zero));
32 AddSlot(new Vector3MaterialSlot(OutputSlot2Id, kOutputSlot2Name, kOutputSlot2Name, SlotType.Output, Vector3.zero));
33 AddSlot(new Vector3MaterialSlot(OutputSlot3Id, kOutputSlot3Name, kOutputSlot3Name, SlotType.Output, Vector3.zero));
34 AddSlot(new Vector3MaterialSlot(OutputSlot4Id, kOutputSlot4Name, kOutputSlot4Name, SlotType.Output, Vector3.zero));
35 RemoveSlotsNameNotMatching(new[] { OutputSlotId, OutputSlot1Id, OutputSlot2Id, OutputSlot3Id, OutputSlot4Id });
36 }
37
38 public override string GetVariableNameForSlot(int slotId)
39 {
40 switch (slotId)
41 {
42 case OutputSlot1Id:
43 return @"$precision3(length($precision3(UNITY_MATRIX_M[0].x, UNITY_MATRIX_M[1].x, UNITY_MATRIX_M[2].x)),
44 length($precision3(UNITY_MATRIX_M[0].y, UNITY_MATRIX_M[1].y, UNITY_MATRIX_M[2].y)),
45 length($precision3(UNITY_MATRIX_M[0].z, UNITY_MATRIX_M[1].z, UNITY_MATRIX_M[2].z)))";
46 case OutputSlot2Id:
47 return "SHADERGRAPH_RENDERER_BOUNDS_MIN";
48 case OutputSlot3Id:
49 return "SHADERGRAPH_RENDERER_BOUNDS_MAX";
50 case OutputSlot4Id:
51 return "(SHADERGRAPH_RENDERER_BOUNDS_MAX - SHADERGRAPH_RENDERER_BOUNDS_MIN)";
52 default:
53 return "SHADERGRAPH_OBJECT_POSITION";
54 }
55 }
56
57 public NeededTransform[] RequiresTransform(ShaderStageCapability stageCapability = ShaderStageCapability.All) => new[] { NeededTransform.ObjectToWorld };
58 }
59}