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