// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Object Space View Dir", "Object Transform", "Object space direction (not normalized) from given object space vertex position towards the camera" )] public sealed class ObjSpaceViewDirHlpNode : HelperParentNode { protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); m_funcType = "ObjSpaceViewDir"; //TODO: revisit this later m_funcLWFormatOverride = "( mul(GetWorldToObjectMatrix(), float4(_WorldSpaceCameraPos.xyz, 1)).xyz - {0}.xyz )"; m_funcHDFormatOverride = "( mul(GetWorldToObjectMatrix(), float4(_WorldSpaceCameraPos.xyz, 1)).xyz - {0}.xyz )"; m_inputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT4, false ); m_inputPorts[ 0 ].Vector4InternalData = new UnityEngine.Vector4( 0, 0, 0, 1 ); m_outputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT3, false ); m_outputPorts[ 0 ].Name = "XYZ"; AddOutputPort( WirePortDataType.FLOAT, "X" ); AddOutputPort( WirePortDataType.FLOAT, "Y" ); AddOutputPort( WirePortDataType.FLOAT, "Z" ); m_previewShaderGUID = "c7852de24cec4a744b5358921e23feee"; } protected override void OnUniqueIDAssigned() { base.OnUniqueIDAssigned(); m_localVarName = "objectSpaceViewDir" + OutputId; } } }