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