using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { [Title("Input", "Geometry", "Instance ID")] class InstanceIDNode : AbstractMaterialNode, IMayRequireInstanceID { private const int kOutputSlotId = 0; private const string kOutputSlotName = "Out"; public override bool hasPreview => false; public InstanceIDNode() { name = "Instance ID"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new Vector1MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, (int)0, ShaderStageCapability.All)); RemoveSlotsNameNotMatching(new[] { kOutputSlotId }); } public override string GetVariableNameForSlot(int slotId) { return string.Format("IN.{0}", ShaderGeneratorNames.InstanceID); } public bool RequiresInstanceID(ShaderStageCapability stageCapability) { return true; } } }