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-rw-r--r--Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/ObjSpaceLightDirHlpNode.cs43
1 files changed, 0 insertions, 43 deletions
diff --git a/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/ObjSpaceLightDirHlpNode.cs b/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/ObjSpaceLightDirHlpNode.cs
deleted file mode 100644
index d862fdac..00000000
--- a/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/ObjSpaceLightDirHlpNode.cs
+++ /dev/null
@@ -1,43 +0,0 @@
-// Amplify Shader Editor - Visual Shader Editing Tool
-// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
-
-using System;
-namespace AmplifyShaderEditor
-{
- [Serializable]
- [NodeAttributes( "Object Space Light Dir", "Light", "Computes object space light direction (not normalized)" )]
- public sealed class ObjSpaceLightDirHlpNode : HelperParentNode
- {
- protected override void CommonInit( int uniqueId )
- {
- base.CommonInit( uniqueId );
- m_funcType = "ObjSpaceLightDir";
- m_inputPorts[ 0 ].Visible = false;
- m_outputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT3, false );
- m_outputPorts[ 0 ].Name = "XYZ";
-
- AddOutputPort( WirePortDataType.FLOAT, "X" );
- AddOutputPort( WirePortDataType.FLOAT, "Y" );
- AddOutputPort( WirePortDataType.FLOAT, "Z" );
-
- m_useInternalPortData = false;
- m_previewShaderGUID = "c7852de24cec4a744b5358921e23feee";
- m_drawPreviewAsSphere = true;
- }
-
- public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
- {
- if( dataCollector.IsTemplate )
- {
- //Template must have its Light Mode correctly configured on tags to work as intended
- return GetOutputVectorItem( 0, outputId, dataCollector.TemplateDataCollectorInstance.GetObjectSpaceLightDir( CurrentPrecisionType ) );
- }
-
- dataCollector.AddToIncludes( UniqueId, Constants.UnityCgLibFuncs );
- dataCollector.AddToInput( UniqueId, SurfaceInputs.WORLD_POS );
-
- string vertexPos = GeneratorUtils.GenerateVertexPosition( ref dataCollector, UniqueId, WirePortDataType.FLOAT4 );
- return GetOutputVectorItem( 0, outputId, GeneratorUtils.GenerateObjectLightDirection( ref dataCollector, UniqueId, CurrentPrecisionType, vertexPos ) );
- }
- }
-}