using System; using System.Text; using UnityEditor.Graphing; using UnityEngine; namespace UnityEditor.ShaderGraph { [Serializable] class Texture2DArrayShaderProperty : AbstractShaderProperty { public Texture2DArrayShaderProperty() { displayName = "Texture2D Array"; value = new SerializableTextureArray(); } public override PropertyType propertyType => PropertyType.Texture2DArray; 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}\", 2DArray) = \"white\" {{}}"; } public override string GetPropertyDeclarationString(string delimiter = ";") { return $"TEXTURE2D_ARRAY({referenceName}){delimiter} SAMPLER(sampler{referenceName}){delimiter}"; } public override string GetPropertyAsArgumentString() { return $"TEXTURE2D_ARRAY_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 Texture2DArrayAssetNode { texture = value.textureArray }; } public override PreviewProperty GetPreviewMaterialProperty() { return new PreviewProperty(propertyType) { name = referenceName, textureValue = value.textureArray }; } public override ShaderInput Copy() { return new Texture2DArrayShaderProperty() { displayName = displayName, hidden = hidden, value = value }; } } }