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); } } } }