using System.Collections.Generic; using UnityEditor.ShaderGraph.Drawing.Controls; using UnityEngine; using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { [Title("Input", "Basic", "Boolean")] class BooleanNode : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode { [SerializeField] private bool m_Value; public const int OutputSlotId = 0; private const string kOutputSlotName = "Out"; public BooleanNode() { name = "Boolean"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new BooleanMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, false)); RemoveSlotsNameNotMatching(new[] { OutputSlotId }); } [ToggleControl("")] public ToggleData value { get { return new ToggleData(m_Value); } set { if (m_Value == value.isOn) return; m_Value = value.isOn; Dirty(ModificationScope.Node); } } public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode) { if (!generationMode.IsPreview()) return; properties.AddShaderProperty(new BooleanShaderProperty() { overrideReferenceName = GetVariableNameForNode(), generatePropertyBlock = false, value = m_Value }); } public void GenerateNodeCode(ShaderStringBuilder sb, GraphContext graphContext, GenerationMode generationMode) { if (generationMode.IsPreview()) return; sb.AppendLine("$precision {0} = {1};", GetVariableNameForNode(), (m_Value ? 1 : 0)); } public override string GetVariableNameForSlot(int slotId) { return GetVariableNameForNode(); } public override void CollectPreviewMaterialProperties(List properties) { properties.Add(new PreviewProperty(PropertyType.Boolean) { name = GetVariableNameForNode(), booleanValue = m_Value }); } public AbstractShaderProperty AsShaderProperty() { return new BooleanShaderProperty { value = m_Value }; } public int outputSlotId { get { return OutputSlotId; } } } }