public interface IShaderPropertyNodeA node that names a material property rather than computing a value.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The name is authored, and it is stored as a graph text rather than on the node. A node's own C# property is scaffolding the compiler builds and throws away — nothing writes it back to the file — so a name kept there is a name every graph in the project shares. Key is where it actually lives, which is GraphNode.Texts: the same place the graphics compositor keeps a target's name, for the same reason, and it round-trips and undoes like any other edit.
⚠ Two nodes under one name are one binding, deliberately. Uniform declares once per name, so two texture nodes reading albedo read one texture — which is what an author sampling the same map twice means. Two nodes under one name and different types is the error that emitter raises, and it is why renaming is a thing the editor has to offer.
Fields and properties (3)
string PropertyTypeThe Raven type the property is declared as.
string DefaultPropertyWhat it is called when the author has not renamed it.
string PropertyNameWhat it is called on this instance.
Used by (4)
- ColourPropertyNodeVixen.Editor.ShaderGraph
- FloatPropertyNodeVixen.Editor.ShaderGraph
- SampleTexture2DNodeVixen.Editor.ShaderGraph
- ShaderGraphViewVixen.Editor.AssetEditors