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- using UnityEditor.Graphing;
- using UnityEngine;
- namespace UnityEditor.ShaderGraph
- {
- [Title("Input", "Scene", "Screen")]
- sealed class ScreenNode : AbstractMaterialNode
- {
- const string kOutputSlotName = "Width";
- const string kOutputSlot1Name = "Height";
- public const int OutputSlotId = 0;
- public const int OutputSlot1Id = 1;
- public ScreenNode()
- {
- name = "Screen";
- UpdateNodeAfterDeserialization();
- }
- public override void UpdateNodeAfterDeserialization()
- {
- AddSlot(new Vector1MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, 0));
- AddSlot(new Vector1MaterialSlot(OutputSlot1Id, kOutputSlot1Name, kOutputSlot1Name, SlotType.Output, 0));
- RemoveSlotsNameNotMatching(new[] { OutputSlotId, OutputSlot1Id });
- }
- public override string GetVariableNameForSlot(int slotId)
- {
- switch (slotId)
- {
- case OutputSlot1Id:
- return "_ScreenParams.y";
- default:
- return "_ScreenParams.x";
- }
- }
- }
- }
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