// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda namespace AmplifyShaderEditor { [System.Serializable] public class ParentTransfNode : ParentNode { protected string m_matrixName; protected string m_matrixHDName; protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); AddInputPort( WirePortDataType.FLOAT4, false, string.Empty ); AddOutputVectorPorts( WirePortDataType.FLOAT4, "XYZW" ); m_useInternalPortData = true; m_inputPorts[ 0 ].Vector4InternalData = new UnityEngine.Vector4( 0, 0, 0, 1 ); } public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar ) { if ( m_outputPorts[ 0 ].IsLocalValue( dataCollector.PortCategory ) ) return GetOutputVectorItem( 0, outputId, m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ) ); string value = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ); string matrixName = string.Empty; if( dataCollector.IsTemplate && dataCollector.TemplateDataCollectorInstance.CurrentSRPType == TemplateSRPType.HD && !string.IsNullOrEmpty( m_matrixHDName ) ) { matrixName = m_matrixHDName; } else { matrixName = m_matrixName; } RegisterLocalVariable( 0, string.Format( "mul({0},{1})", matrixName, value ),ref dataCollector,"transform"+ OutputId ); return GetOutputVectorItem( 0, outputId, m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ) ); } } }