using System; using System.Text; using UnityEditor.Graphing; using UnityEngine; namespace UnityEditor.ShaderGraph { [Serializable] class CubemapShaderProperty : AbstractShaderProperty { public CubemapShaderProperty() { displayName = "Cubemap"; value = new SerializableCubemap(); } public override PropertyType propertyType => PropertyType.Cubemap; public override bool isBatchable => false; public override bool isExposable => true; public override bool isRenamable => true; public string modifiableTagString => modifiable ? "" : "[NonModifiableTextureData]"; public override string GetPropertyBlockString() { return $"{hideTagString}{modifiableTagString}[NoScaleOffset]{referenceName}(\"{displayName}\", CUBE) = \"\" {{}}"; } public override string GetPropertyDeclarationString(string delimiter = ";") { return $"TEXTURECUBE({referenceName}){delimiter} SAMPLER(sampler{referenceName}){delimiter}"; } public override string GetPropertyAsArgumentString() { return $"TEXTURECUBE_PARAM({referenceName}, sampler{referenceName})"; } [SerializeField] bool m_Modifiable = true; public bool modifiable { get => m_Modifiable; set => m_Modifiable = value; } public override AbstractMaterialNode ToConcreteNode() { return new CubemapAssetNode { cubemap = value.cubemap }; } public override PreviewProperty GetPreviewMaterialProperty() { return new PreviewProperty(propertyType) { name = referenceName, cubemapValue = value.cubemap }; } public override ShaderInput Copy() { return new CubemapShaderProperty() { displayName = displayName, hidden = hidden, value = value }; } } }