Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Slots;
using UnityEngine;
using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph
{
[Serializable]
class DynamicValueMaterialSlot : MaterialSlot, IMaterialSlotHasValue<Matrix4x4>
{
[SerializeField]
private Matrix4x4 m_Value;
[SerializeField]
private Matrix4x4 m_DefaultValue = Matrix4x4.identity;
static readonly string[] k_Labels = {"X", "Y", "Z", "W"};
private ConcreteSlotValueType m_ConcreteValueType = ConcreteSlotValueType.Vector4;
public DynamicValueMaterialSlot()
{
}
public DynamicValueMaterialSlot(
int slotId,
string displayName,
string shaderOutputName,
SlotType slotType,
Matrix4x4 value,
ShaderStageCapability stageCapability = ShaderStageCapability.All,
bool hidden = false)
: base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden)
{
m_Value = value;
}
public Matrix4x4 defaultValue { get { return m_DefaultValue; } }
public Matrix4x4 value
{
get { return m_Value; }
set { m_Value = value; }
}
public override VisualElement InstantiateControl()
{
var labels = k_Labels.Take(concreteValueType.GetChannelCount()).ToArray();
return new MultiFloatSlotControlView(owner, labels, () => value.GetRow(0), (newValue) =>
value = new Matrix4x4()
{
m00 = newValue.x, m01 = newValue.y, m02 = newValue.z, m03 = newValue.w,
m10 = value.m10, m11 = value.m11, m12 = value.m12, m13 = value.m13,
m20 = value.m20, m21 = value.m21, m22 = value.m22, m23 = value.m23,
m30 = value.m30, m31 = value.m31, m32 = value.m32, m33 = value.m33,
});
}
public override SlotValueType valueType { get { return SlotValueType.Dynamic; } }
public override ConcreteSlotValueType concreteValueType
{
get { return m_ConcreteValueType; }
}
public void SetConcreteType(ConcreteSlotValueType valueType)
{
m_ConcreteValueType = valueType;
}
public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
{
var propType = concreteValueType.ToPropertyType();
var pp = new PreviewProperty(propType) { name = name };
if (propType == PropertyType.Vector1)
pp.floatValue = value.m00;
else
pp.vector4Value = new Vector4(value.m00, value.m01, value.m02, value.m03);
properties.Add(pp);
}
protected override string ConcreteSlotValueAsVariable()
{
var channelCount = SlotValueHelper.GetChannelCount(concreteValueType);
string values = NodeUtils.FloatToShaderValue(value.m00);
if (channelCount == 1)
return values;
for (var i = 1; i < channelCount; i++)
values += ", " + NodeUtils.FloatToShaderValue(value.GetRow(0)[i]);
return string.Format("$precision{0}({1})", channelCount, values);
}
public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
var matOwner = owner as AbstractMaterialNode;
if (matOwner == null)
throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
AbstractShaderProperty property;
switch (concreteValueType)
{
case ConcreteSlotValueType.Vector4:
property = new Vector4ShaderProperty();
break;
case ConcreteSlotValueType.Vector3:
property = new Vector3ShaderProperty();
break;
case ConcreteSlotValueType.Vector2:
property = new Vector2ShaderProperty();
break;
case ConcreteSlotValueType.Vector1:
property = new Vector1ShaderProperty();
break;
case ConcreteSlotValueType.Matrix4:
property = new Matrix4ShaderProperty();
break;
case ConcreteSlotValueType.Matrix3:
property = new Matrix3ShaderProperty();
break;
case ConcreteSlotValueType.Matrix2:
property = new Matrix2ShaderProperty();
break;
default:
throw new ArgumentOutOfRangeException();
}
property.overrideReferenceName = matOwner.GetVariableNameForSlot(id);
property.generatePropertyBlock = false;
properties.AddShaderProperty(property);
}
public override void CopyValuesFrom(MaterialSlot foundSlot)
{
var slot = foundSlot as DynamicValueMaterialSlot;
if (slot != null)
value = slot.value;
}
}
}