public override bool Calculate() { // RGBA SuperFloat4 s_in = Inputs[0].GetValue <SuperFloat4>(); if (s_in.Result != null) { ShaderString = "Shadero Previews/GenerateXATXQ" + count; result = BuildShader.BuildVertexShader(ShaderString, s_in.StringPreviewNew, s_in.Result, s_in.ParametersLines, s_in.ParametersDeclarationLines); string patha = Application.dataPath + "/ShaderoSprite/Plugins/Editor/Cache/generatetextureshader" + count + ".shader"; File.WriteAllText(patha, result); } SuperFloat4 s_out = new SuperFloat4(); string PreviewVariable = s_in.Result; s_out.StringPreviewLines = s_in.StringPreviewNew; s_out.ValueLine = ""; s_out.StringPreviewNew = s_out.StringPreviewLines + s_out.ValueLine; s_out.Result = PreviewVariable; s_out.ParametersLines += s_in.ParametersLines; s_out.ParametersDeclarationLines += s_in.ParametersDeclarationLines; Outputs[0].SetValue <SuperFloat4>(s_out); count++; return(true); }
public override Node Create(Vector2 pos) { BuildShader node = ScriptableObject.CreateInstance <BuildShader>(); NumberVariable = 0; node.name = "Build Shader"; node.rect = new Rect(pos.x, pos.y, 260, 280); node.CreateInput("RGBA", "SuperFloat4"); return(node); }