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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85 行
2.5 KiB

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<PreviewProperty> 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; } }
}
}