using System; using System.Text; using UnityEditor.Graphing; using UnityEngine; namespace UnityEditor.ShaderGraph { [Serializable] class Texture3DShaderProperty : AbstractShaderProperty { public Texture3DShaderProperty() { displayName = "Texture3D"; value = new SerializableTexture(); } public override PropertyType propertyType => PropertyType.Texture3D; 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}\", 3D) = \"white\" {{}}"; } public override string GetPropertyDeclarationString(string delimiter = ";") { return $"TEXTURE3D({referenceName}){delimiter} SAMPLER(sampler{referenceName}){delimiter}"; } public override string GetPropertyAsArgumentString() { return $"TEXTURE3D_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 Texture3DAssetNode { texture = value.texture as Texture3D }; } public override PreviewProperty GetPreviewMaterialProperty() { return new PreviewProperty(propertyType) { name = referenceName, textureValue = value.texture }; } public override ShaderInput Copy() { return new Texture3DShaderProperty() { displayName = displayName, hidden = hidden, value = value }; } } }