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- using System;
- using UnityEngine;
- using UnityEditor.Graphing;
- using UnityEditor.ShaderGraph.Internal;
-
- namespace UnityEditor.ShaderGraph
- {
- [Serializable]
- [BlackboardInputInfo(72)]
- class Matrix4ShaderProperty : MatrixShaderProperty
- {
- public Matrix4ShaderProperty()
- {
- displayName = "Matrix4x4";
- value = Matrix4x4.identity;
- }
-
- public override PropertyType propertyType => PropertyType.Matrix4;
-
- internal override string GetPropertyAsArgumentString(string precisionString)
- {
- return $"{precisionString}4x4 {referenceName}";
- }
-
- internal override AbstractMaterialNode ToConcreteNode()
- {
- return new Matrix4Node
- {
- row0 = new Vector4(value.m00, value.m01, value.m02, value.m03),
- row1 = new Vector4(value.m10, value.m11, value.m12, value.m13),
- row2 = new Vector4(value.m20, value.m21, value.m22, value.m23),
- row3 = new Vector4(value.m30, value.m31, value.m32, value.m33)
- };
- }
-
- internal override PreviewProperty GetPreviewMaterialProperty()
- {
- return new PreviewProperty(propertyType)
- {
- name = referenceName,
- matrixValue = value
- };
- }
-
- internal override ShaderInput Copy()
- {
- return new Matrix4ShaderProperty()
- {
- displayName = displayName,
- value = value,
- };
- }
-
- public override int latestVersion => 1;
- public override void OnAfterDeserialize(string json)
- {
- if (sgVersion == 0)
- {
- // all old matrices were declared global; yes even if flagged hybrid!
- // maintain old behavior on versioning, users can always change the override if they wish
- overrideHLSLDeclaration = true;
- hlslDeclarationOverride = HLSLDeclaration.Global;
- ChangeVersion(1);
- }
- }
- }
- }
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