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Diffstat (limited to 'Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/ObjSpaceLightDirHlpNode.cs')
-rw-r--r--Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/ObjSpaceLightDirHlpNode.cs43
1 files changed, 43 insertions, 0 deletions
diff --git a/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/ObjSpaceLightDirHlpNode.cs b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/ObjSpaceLightDirHlpNode.cs
new file mode 100644
index 00000000..d862fdac
--- /dev/null
+++ b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/HelperFuncs/ObjSpaceLightDirHlpNode.cs
@@ -0,0 +1,43 @@
+// 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 ) );
+ }
+ }
+}