fix custom code nodes
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@@ -312,16 +312,16 @@ namespace FlaxEditor.Surface.Archetypes
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: base(id, context, nodeArch, groupArch)
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{
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_sizeValueIndex = Archetype.TypeID == 8 ? 1 : 3; // Index of the Size stored in Values array
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Float2 pos = new Float2(FlaxEditor.Surface.Constants.NodeMarginX + 25f, FlaxEditor.Surface.Constants.NodeMarginY + FlaxEditor.Surface.Constants.NodeHeaderHeight), size;
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Float2 pos = new Float2(FlaxEditor.Surface.Constants.NodeMarginX, FlaxEditor.Surface.Constants.NodeMarginY + FlaxEditor.Surface.Constants.NodeHeaderHeight), size;
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if (nodeArch.TypeID == 8)
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{
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pos += new Float2(60, 0);
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size = new Float2(125, 200);
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pos += new Float2(65, 0);
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size = new Float2(160, 185);
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}
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else
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{
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pos += new Float2(0, 40);
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size = new Float2(300, 200);
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pos += new Float2(0, 40 + FlaxEditor.Utilities.Constants.UIMargin * 2f);
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size = new Float2(300, 180);
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}
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_textBox = new CustomCodeTextBox
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{
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@@ -506,8 +506,8 @@ namespace FlaxEditor.Surface.Archetypes
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Size = new Float2(300, 200),
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DefaultValues = new object[]
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{
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"// Here you can add HLSL code\nOutput0 = Input0;",
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new Float2(300, 200),
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"// You can add HLSL code here\nOutput0 = Input0;",
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new Float2(350, 200),
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},
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Elements = new[]
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{
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@@ -969,10 +969,11 @@ namespace FlaxEditor.Surface.Archetypes
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Title = "Custom Global Code",
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Description = "Custom global HLSL shader code expression (placed before material shader code). Can contain includes to shader utilities or declare functions to reuse later.",
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Flags = NodeFlags.MaterialGraph,
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UseFixedSize = true,
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Size = new Float2(300, 240),
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DefaultValues = new object[]
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{
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"// Here you can add HLSL code\nfloat4 GetCustomColor()\n{\n\treturn float4(1, 0, 0, 1);\n}",
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"// You can add HLSL code here\nfloat4 GetCustomColor()\n{\n\treturn float4(1, 0, 0, 1);\n}",
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true,
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(int)MaterialTemplateInputsMapping.Utilities,
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new Float2(300, 240),
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@@ -486,7 +486,7 @@ namespace FlaxEditor.Surface.Archetypes
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zero, // Tangent In
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zero, // Tangent Out
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// Empty keys zero-6
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// Empty keys 0-6
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0.0f, zero, zero, zero,
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0.0f, zero, zero, zero,
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0.0f, zero, zero, zero,
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