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67 行
1.9 KiB
67 行
1.9 KiB
using System;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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class SamplerStateShaderProperty : AbstractShaderProperty<TextureSamplerState>
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{
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public SamplerStateShaderProperty()
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{
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displayName = "SamplerState";
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value = new TextureSamplerState();
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}
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public override PropertyType propertyType => PropertyType.SamplerState;
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internal override bool isBatchable => false;
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internal override bool isExposable => false;
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internal override bool isRenamable => false;
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public override TextureSamplerState value
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{
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get => base.value;
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set
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{
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overrideReferenceName = $"{concreteShaderValueType.ToShaderString()}_{value.filter}_{value.wrap}";
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base.value = value;
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}
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}
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internal override string GetPropertyDeclarationString(string delimiter = ";")
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{
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return $"SAMPLER({referenceName}){delimiter}";
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}
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internal override string GetPropertyAsArgumentString()
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{
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return $"SamplerState {referenceName}";
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}
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internal override AbstractMaterialNode ToConcreteNode()
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{
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return new SamplerStateNode()
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{
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filter = value.filter,
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wrap = value.wrap
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};
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}
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internal override PreviewProperty GetPreviewMaterialProperty()
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{
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return default(PreviewProperty);
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}
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internal override ShaderInput Copy()
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{
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return new SamplerStateShaderProperty()
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{
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displayName = displayName,
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hidden = hidden,
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overrideReferenceName = overrideReferenceName,
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value = value
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};
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}
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}
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}
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