2021-06-25 07:50:12 -04:00

25 lines
923 B
C#

using System;
using System.Text;
using UnityEditor.Graphing;
using UnityEngine;
namespace UnityEditor.ShaderGraph.Internal
{
[Serializable]
public abstract class VectorShaderProperty : AbstractShaderProperty<Vector4>
{
internal override bool isExposable => true;
internal override bool isRenamable => true;
internal override string GetPropertyBlockString()
{
return $"{hideTagString}{referenceName}(\"{displayName}\", Vector) = ({NodeUtils.FloatToShaderValueShaderLabSafe(value.x)}, {NodeUtils.FloatToShaderValueShaderLabSafe(value.y)}, {NodeUtils.FloatToShaderValueShaderLabSafe(value.z)}, {NodeUtils.FloatToShaderValueShaderLabSafe(value.w)})";
}
internal override string GetPropertyAsArgumentString()
{
return $"{concreteShaderValueType.ToShaderString(concretePrecision.ToShaderString())} {referenceName}";
}
}
}