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path: root/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/SurfaceShaderInputs/LocalVertexPosNode.cs
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-rw-r--r--Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/SurfaceShaderInputs/LocalVertexPosNode.cs50
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diff --git a/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/SurfaceShaderInputs/LocalVertexPosNode.cs b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/SurfaceShaderInputs/LocalVertexPosNode.cs
new file mode 100644
index 00000000..785e39fa
--- /dev/null
+++ b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/SurfaceShaderInputs/LocalVertexPosNode.cs
@@ -0,0 +1,50 @@
+// Amplify Shader Editor - Visual Shader Editing Tool
+// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
+
+using System;
+using UnityEngine;
+
+namespace AmplifyShaderEditor
+{
+ [Serializable]
+ [NodeAttributes( "[Deprecated] Local Position", "Surface Data", "Interpolated Vertex Position in Local Space", null, KeyCode.None, true, true, "Vertex Position", typeof( PosVertexDataNode ) )]
+ public sealed class LocalVertexPosNode : ParentNode
+ {
+ private const string VertexVarName = "localVertexPos";
+ private readonly string VertexOnFrag = Constants.InputVarStr + "." + VertexVarName;
+ private readonly string VertexOnVert = Constants.VertexShaderInputStr + ".vertex";
+
+
+ [SerializeField]
+ private bool m_addInstruction = false;
+
+ public override void Reset()
+ {
+ base.Reset();
+ m_addInstruction = true;
+ }
+ protected override void CommonInit( int uniqueId )
+ {
+ base.CommonInit( uniqueId );
+ AddOutputVectorPorts( WirePortDataType.FLOAT3, "XYZ" );
+ }
+ public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
+ {
+ if ( dataCollector.PortCategory == MasterNodePortCategory.Vertex || dataCollector.PortCategory == MasterNodePortCategory.Tessellation )
+ {
+ return GetOutputVectorItem( 0, outputId, VertexOnVert );
+ }
+ else
+ {
+ if ( m_addInstruction )
+ {
+ dataCollector.AddToInput( UniqueId, VertexVarName, WirePortDataType.FLOAT3 );
+ dataCollector.AddVertexInstruction( Constants.VertexShaderOutputStr + "." + VertexVarName + " = " + Constants.VertexShaderInputStr + ".vertex.xyz ", UniqueId );
+ m_addInstruction = false;
+ }
+
+ return GetOutputVectorItem( 0, outputId, VertexOnFrag );
+ }
+ }
+ }
+}