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