// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda 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 ); } } }