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path: root/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/WorldSpaceLightDirHlpNode.cs
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-rw-r--r--Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/WorldSpaceLightDirHlpNode.cs78
1 files changed, 0 insertions, 78 deletions
diff --git a/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/WorldSpaceLightDirHlpNode.cs b/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/WorldSpaceLightDirHlpNode.cs
deleted file mode 100644
index 28480030..00000000
--- a/Assets/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/WorldSpaceLightDirHlpNode.cs
+++ /dev/null
@@ -1,78 +0,0 @@
-// Amplify Shader Editor - Visual Shader Editing Tool
-// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
-
-using System;
-using UnityEngine;
-using UnityEditor;
-
-namespace AmplifyShaderEditor
-{
- [Serializable]
- [NodeAttributes( "World Space Light Dir", "Light", "Computes normalized world space light direction" )]
- public sealed class WorldSpaceLightDirHlpNode : HelperParentNode
- {
- private const string NormalizeOptionStr = "Safe Normalize";
-
- [SerializeField]
- private bool m_safeNormalize = false;
-
- protected override void CommonInit( int uniqueId )
- {
- base.CommonInit( uniqueId );
- m_funcType = "UnityWorldSpaceLightDir";
- 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_drawPreviewAsSphere = true;
- m_autoWrapProperties = true;
- m_textLabelWidth = 120;
- m_previewShaderGUID = "2e8dc46eb6fb2124d9f0007caf9567e3";
- }
-
- public override void PropagateNodeData( NodeData nodeData, ref MasterNodeDataCollector dataCollector )
- {
- base.PropagateNodeData( nodeData, ref dataCollector );
- if( m_safeNormalize )
- dataCollector.SafeNormalizeLightDir = true;
- }
-
- public override void DrawProperties()
- {
- base.DrawProperties();
- m_safeNormalize = EditorGUILayoutToggle( NormalizeOptionStr, m_safeNormalize );
- EditorGUILayout.HelpBox( "Having safe normalize ON makes sure your light vector is not zero even if there's no lights in your scene.", MessageType.None );
- }
-
- public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
- {
- if( dataCollector.IsTemplate )
- return GetOutputVectorItem( 0, outputId, dataCollector.TemplateDataCollectorInstance.GetWorldSpaceLightDir( CurrentPrecisionType ) ); ;
-
- dataCollector.AddToIncludes( UniqueId, Constants.UnityCgLibFuncs );
- dataCollector.AddToInput( UniqueId, SurfaceInputs.WORLD_POS );
-
- return GetOutputVectorItem( 0, outputId, GeneratorUtils.GenerateWorldLightDirection( ref dataCollector, UniqueId, CurrentPrecisionType ) );
- }
-
- public override void ReadFromString( ref string[] nodeParams )
- {
- base.ReadFromString( ref nodeParams );
- if( UIUtils.CurrentShaderVersion() > 15201 )
- {
- m_safeNormalize = Convert.ToBoolean( GetCurrentParam( ref nodeParams ) );
- }
- }
-
- public override void WriteToString( ref string nodeInfo, ref string connectionsInfo )
- {
- base.WriteToString( ref nodeInfo, ref connectionsInfo );
- IOUtils.AddFieldValueToString( ref nodeInfo, m_safeNormalize );
- }
- }
-}