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// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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;
}
}
}
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