namespace UnityEditor.ShaderGraph { /*abstract class FunctionMultiInput : BaseMaterialNode, IGeneratesBodyCode { private const string kOutputSlotName = "Output"; private const string kBaseInputSlotName = "Input"; public override bool hasPreview { get { return true; } } public override void OnCreate() { base.OnCreate(); AddSlot(new Slot(SlotType.OutputSlot, kOutputSlotName)); AddSlot(new Slot(SlotType.InputSlot, GetInputSlotName(0))); AddSlot(new Slot(SlotType.InputSlot, GetInputSlotName(1))); } protected bool IsInputSlotConnected(int index) { var inputSlot = GetValidInputSlots().FirstOrDefault(x => x.name == GetInputSlotName(index)); if (inputSlot == null) { Debug.LogError("Invalid slot configuration on node: " + name); return false; } return inputSlot.edges.Count > 0; } private static string GetInputSlotName(int index) { return kBaseInputSlotName + (index); } public override void InputEdgeChanged(Edge e) { base.InputEdgeChanged(e); int inputSlotCount = GetValidInputSlots().Count(); if (IsInputSlotConnected(inputSlotCount - 1)) AddSlot(new Slot(SlotType.InputSlot, GetInputSlotName(inputSlotCount))); else if (inputSlotCount > 2) { var lastSlot = inputSlots.FirstOrDefault(x => x.name == GetInputSlotName(inputSlotCount - 1)); if (lastSlot != null) RemoveSlot(lastSlot); } } protected abstract string GetFunctionName(); public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode) { var outputSlot = outputSlots.FirstOrDefault(x => x.name == kOutputSlotName); if (outputSlot == null) { Debug.LogError("Invalid slot configuration on node: " + name); return; } var inputSlots = GetValidInputSlots(); int inputSlotCount = inputSlots.Count(); // build up a list of the valid input connections var inputValues = new List(inputSlotCount); MaterialWindow.DebugMaterialGraph("Generating On Node: " + GetOutputVariableNameForNode() + " - Preview is: " + generationMode); inputValues.AddRange(inputSlots.Select(inputSlot => GetSlotValue(inputSlot, generationMode))); visitor.AddShaderChunk(precision + "4 " + GetVariableNameForSlot(outputSlot, generationMode) + " = " + GetFunctionCallBody(inputValues) + ";", true); } protected virtual string GetFunctionCallBody(List inputValues) { string functionCall = inputValues[0]; for (int q = 1; q < inputValues.Count; ++q) functionCall = GetFunctionName() + " (" + functionCall + ", " + inputValues[q] + ")"; return functionCall; } }*/ }