| 123456789101112131415161718192021222324252627282930313233343536373839 | // Amplify Shader Editor - Visual Shader Editing Tool// Copyright (c) Amplify Creations, Lda <info@amplify.pt>using UnityEngine;using System;namespace AmplifyShaderEditor{	[Serializable]	public class ConstVecShaderVariable : ShaderVariablesNode	{		[SerializeField]		protected string m_value;		protected override void CommonInit( int uniqueId )		{			base.CommonInit( uniqueId );			ChangeOutputProperties( 0, " ", WirePortDataType.FLOAT4 );			AddOutputPort( WirePortDataType.FLOAT, "0" );			AddOutputPort( WirePortDataType.FLOAT, "1" );			AddOutputPort( WirePortDataType.FLOAT, "2" );			AddOutputPort( WirePortDataType.FLOAT, "3" );		}		public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )		{			base.GenerateShaderForOutput( outputId, ref dataCollector, ignoreLocalvar );			switch ( outputId )			{				case 0: return m_value;				case 1: return ( m_value + ".x" );				case 2: return ( m_value + ".y" );				case 3: return ( m_value + ".z" );				case 4: return ( m_value + ".w" );			}			UIUtils.ShowMessage( UniqueId, "ConstVecShaderVariable generating empty code", MessageSeverity.Warning );			return string.Empty;		}	}}
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