using System; using System.Text; using UnityEditor.Graphing; using UnityEngine; namespace UnityEditor.ShaderGraph.Internal { [Serializable] [FormerName("UnityEditor.ShaderGraph.TextureShaderProperty")] public sealed class Texture2DShaderProperty : AbstractShaderProperty { public enum DefaultType { White, Black, Grey, Bump } internal Texture2DShaderProperty() { displayName = "Texture2D"; value = new SerializableTexture(); } public override PropertyType propertyType => PropertyType.Texture2D; 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}\", 2D) = \"{defaultType.ToString().ToLower()}\" {{}}"; } internal override string GetPropertyDeclarationString(string delimiter = ";") { return $"TEXTURE2D({referenceName}){delimiter} SAMPLER(sampler{referenceName}){delimiter} {concretePrecision.ToShaderString()}4 {referenceName}_TexelSize{delimiter}"; } internal override string GetPropertyAsArgumentString() { return $"TEXTURE2D_PARAM({referenceName}, sampler{referenceName}), {concretePrecision.ToShaderString()}4 {referenceName}_TexelSize"; } [SerializeField] bool m_Modifiable = true; internal bool modifiable { get => m_Modifiable; set => m_Modifiable = value; } [SerializeField] DefaultType m_DefaultType = DefaultType.White; public DefaultType defaultType { get { return m_DefaultType; } set { m_DefaultType = value; } } internal override AbstractMaterialNode ToConcreteNode() { return new Texture2DAssetNode { texture = value.texture }; } internal override PreviewProperty GetPreviewMaterialProperty() { return new PreviewProperty(propertyType) { name = referenceName, textureValue = value.texture }; } internal override ShaderInput Copy() { return new Texture2DShaderProperty() { displayName = displayName, hidden = hidden, value = value }; } } }