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  1. using System;
  2. using UnityEditor.Graphing;
  3. using UnityEditor.ShaderGraph.Internal;
  4. using UnityEngine;
  5. namespace UnityEditor.ShaderGraph
  6. {
  7. [Serializable]
  8. [BlackboardInputInfo(70)]
  9. class Matrix2ShaderProperty : MatrixShaderProperty
  10. {
  11. public Matrix2ShaderProperty()
  12. {
  13. displayName = "Matrix2x2";
  14. value = Matrix4x4.identity;
  15. }
  16. public override PropertyType propertyType => PropertyType.Matrix2;
  17. internal override string GetPropertyAsArgumentString(string precisionString)
  18. {
  19. return $"{precisionString}2x2 {referenceName}";
  20. }
  21. internal override AbstractMaterialNode ToConcreteNode()
  22. {
  23. return new Matrix2Node
  24. {
  25. row0 = new Vector2(value.m00, value.m01),
  26. row1 = new Vector2(value.m10, value.m11)
  27. };
  28. }
  29. internal override PreviewProperty GetPreviewMaterialProperty()
  30. {
  31. return new PreviewProperty(propertyType)
  32. {
  33. name = referenceName,
  34. matrixValue = value
  35. };
  36. }
  37. internal override ShaderInput Copy()
  38. {
  39. return new Matrix2ShaderProperty()
  40. {
  41. displayName = displayName,
  42. value = value,
  43. };
  44. }
  45. public override int latestVersion => 1;
  46. public override void OnAfterDeserialize(string json)
  47. {
  48. if (sgVersion == 0)
  49. {
  50. // all old matrices were declared global; yes even if flagged hybrid!
  51. // maintain old behavior on versioning, users can always change the override if they wish
  52. overrideHLSLDeclaration = true;
  53. hlslDeclarationOverride = HLSLDeclaration.Global;
  54. ChangeVersion(1);
  55. }
  56. }
  57. }
  58. }