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。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

104 行
3.4 KiB

using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Slots;
using UnityEngine;
using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph
{
[Serializable]
class Vector4MaterialSlot : MaterialSlot, IMaterialSlotHasValue<Vector4>
{
[SerializeField]
private Vector4 m_Value;
[SerializeField]
private Vector4 m_DefaultValue = Vector4.zero;
string[] m_Labels;
public Vector4MaterialSlot()
{
m_Labels = new[] { "X", "Y", "Z", "W" };
}
public Vector4MaterialSlot(
int slotId,
string displayName,
string shaderOutputName,
SlotType slotType,
Vector4 value,
ShaderStageCapability stageCapability = ShaderStageCapability.All,
string label1 = "X",
string label2 = "Y",
string label3 = "Z",
string label4 = "W",
bool hidden = false)
: base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden)
{
m_Value = value;
m_Labels = new[] { label1, label2, label3, label4 };
}
public Vector4 defaultValue { get { return m_DefaultValue; } }
public Vector4 value
{
get { return m_Value; }
set { m_Value = value; }
}
public override VisualElement InstantiateControl()
{
return new MultiFloatSlotControlView(owner, m_Labels, () => value, (newValue) => value = newValue);
}
protected override string ConcreteSlotValueAsVariable()
{
return string.Format("$precision4 ({0}, {1}, {2}, {3})"
, NodeUtils.FloatToShaderValue(value.x)
, NodeUtils.FloatToShaderValue(value.y)
, NodeUtils.FloatToShaderValue(value.z)
, NodeUtils.FloatToShaderValue(value.w));
}
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)));
var property = new Vector4ShaderProperty()
{
overrideReferenceName = matOwner.GetVariableNameForSlot(id),
generatePropertyBlock = false,
value = value
};
properties.AddShaderProperty(property);
}
public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
{
var pp = new PreviewProperty(PropertyType.Vector4)
{
name = name,
vector4Value = new Vector4(value.x, value.y, value.z, value.w),
};
properties.Add(pp);
}
public override SlotValueType valueType { get { return SlotValueType.Vector4; } }
public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector4; } }
public override void CopyValuesFrom(MaterialSlot foundSlot)
{
var slot = foundSlot as Vector4MaterialSlot;
if (slot != null)
value = slot.value;
}
}
}