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
3.1 KiB

using System;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Texture", "Sampler State")]
class SamplerStateNode : AbstractMaterialNode, IPropertyFromNode
{
[SerializeField]
private TextureSamplerState.FilterMode m_filter = TextureSamplerState.FilterMode.Linear;
[EnumControl]
public TextureSamplerState.FilterMode filter
{
get { return m_filter; }
set
{
if (m_filter == value)
return;
m_filter = value;
Dirty(ModificationScope.Graph);
}
}
[SerializeField]
private TextureSamplerState.WrapMode m_wrap = TextureSamplerState.WrapMode.Repeat;
[EnumControl]
public TextureSamplerState.WrapMode wrap
{
get { return m_wrap; }
set
{
if (m_wrap == value)
return;
m_wrap = value;
Dirty(ModificationScope.Graph);
}
}
public SamplerStateNode()
{
name = "Sampler State";
UpdateNodeAfterDeserialization();
}
public override bool hasPreview { get { return false; } }
private const int kOutputSlotId = 0;
private const string kOutputSlotName = "Out";
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new SamplerStateMaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
}
public override string GetVariableNameForSlot(int slotId)
{
return GetVariableNameForNode();
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
properties.AddShaderProperty(new SamplerStateShaderProperty()
{
overrideReferenceName = string.Format("{0}_{1}_{2}", NodeUtils.GetHLSLSafeName(name), m_filter, m_wrap),
generatePropertyBlock = false,
value = new TextureSamplerState()
{
filter = m_filter,
wrap = m_wrap
}
});
}
public override string GetVariableNameForNode()
{
return string.Format(@"{0}_{1}_{2}", NodeUtils.GetHLSLSafeName(name),
Enum.GetName(typeof(TextureSamplerState.FilterMode), filter),
Enum.GetName(typeof(TextureSamplerState.WrapMode), wrap));
}
public AbstractShaderProperty AsShaderProperty()
{
return new SamplerStateShaderProperty
{
value = new TextureSamplerState()
{
filter = this.filter,
wrap = this.wrap
}
};
}
public int outputSlotId { get { return kOutputSlotId; } }
}
}