// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "World Space View Dir", "Object Transform", "World space direction (not normalized) from given object space vertex position towards the camera" )] public sealed class WorldSpaceViewDirHlpNode : HelperParentNode { protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); m_funcType = "WorldSpaceViewDir"; //TODO: revisit this later m_funcLWFormatOverride = "( _WorldSpaceCameraPos.xyz - mul(GetObjectToWorldMatrix(), {0} ).xyz )"; m_funcHDFormatOverride = "( _WorldSpaceCameraPos.xyz - mul(GetObjectToWorldMatrix(), {0} ).xyz )"; m_inputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT4, false ); m_inputPorts[ 0 ].Vector4InternalData = new UnityEngine.Vector4( 0, 0, 0, 1 ); 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_previewShaderGUID = "fe0e09756a8a0ba408015b43e66cb8a6"; } protected override void OnUniqueIDAssigned() { base.OnUniqueIDAssigned(); m_localVarName = "worldSpaceViewDir" + OutputId; } } }