diff options
Diffstat (limited to 'Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/SurfaceShaderInputs/LocalVertexPosNode.cs')
-rw-r--r-- | Assets/ThirdParty/AmplifyShaderEditor/Plugins/Editor/Nodes/SurfaceShaderInputs/LocalVertexPosNode.cs | 50 |
1 files changed, 50 insertions, 0 deletions
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 ); + } + } + } +} |