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// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
using UnityEngine;
using System;
namespace AmplifyShaderEditor
{
//public enum VertexData
//{
// vertex = 0,
// tangent,
// normal,
// texcoord,
// texcoord1,
// color
//}
[Serializable]
public class VertexDataNode : ParentNode
{
[SerializeField]
protected string m_currentVertexData;
protected override void CommonInit( int uniqueId )
{
base.CommonInit( uniqueId );
m_currentVertexData = "vertex";
// Type type = typeof( StandardSurfaceOutputNode );
//m_restictions.AddPortRestriction( type, 0 );
//m_restictions.AddPortRestriction( type, 2 );
//m_restictions.AddPortRestriction( type, 3 );
//m_restictions.AddPortRestriction( type, 4 );
//m_restictions.AddPortRestriction( type, 5 );
//m_restictions.AddPortRestriction( type, 6 );
//m_restictions.AddPortRestriction( type, 7 );
//m_restictions.AddPortRestriction( type, 8 );
//m_restictions.AddPortRestriction( type, 9 );
//m_restictions.AddPortRestriction( type, 10 );
AddOutputVectorPorts( WirePortDataType.FLOAT4, "Out" );
}
public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalVar )
{
base.GenerateShaderForOutput( outputId, ref dataCollector, ignoreLocalVar );
return GetOutputVectorItem( 0, outputId, Constants.VertexShaderInputStr + "." + m_currentVertexData );
}
}
}
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