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// Amplify Shader Editor - Visual Shader Editing Tool
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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using System;
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using UnityEngine;
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namespace AmplifyShaderEditor
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{
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[Serializable]
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[NodeAttributes( "World Position", "Surface Data", "World space position" )]
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public sealed class WorldPosInputsNode : SurfaceShaderINParentNode
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{
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protected override void CommonInit( int uniqueId )
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{
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base.CommonInit( uniqueId );
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m_currentInput = SurfaceInputs.WORLD_POS;
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m_drawPreviewAsSphere = true;
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m_previewShaderGUID = "70d5405009b31a349a4d8285f30cf5d9";
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InitialSetup();
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}
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public override void DrawProperties() { }
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public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalVar )
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{
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//Forcing world pos into float precision because positions shouldn't use fixed
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m_currentPrecisionType = PrecisionType.Float;
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if ( dataCollector.IsTemplate )
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{
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string varName = dataCollector.TemplateDataCollectorInstance.GetWorldPos();
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return GetOutputVectorItem( 0, outputId, varName );
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}
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if ( dataCollector.PortCategory == MasterNodePortCategory.Fragment || dataCollector.PortCategory == MasterNodePortCategory.Debug )
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base.GenerateShaderForOutput( outputId, ref dataCollector, ignoreLocalVar );
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string worldPosition = GeneratorUtils.GenerateWorldPosition( ref dataCollector, UniqueId );
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return GetOutputVectorItem( 0, outputId, worldPosition );
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}
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}
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}
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