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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72 行
2.2 KiB

using System;
using UnityEngine;
namespace UnityEditor.ShaderGraph.Internal
{
[Serializable]
[FormerName("UnityEditor.ShaderGraph.Texture2DArrayShaderProperty")]
public sealed class Texture2DArrayShaderProperty : AbstractShaderProperty<SerializableTextureArray>
{
internal Texture2DArrayShaderProperty()
{
displayName = "Texture2D Array";
value = new SerializableTextureArray();
}
public override PropertyType propertyType => PropertyType.Texture2DArray;
internal override bool isBatchable => false;
internal override bool isExposable => true;
internal override bool isRenamable => true;
internal string modifiableTagString => modifiable ? "" : "[NonModifiableTextureData]";
internal override string GetPropertyBlockString()
{
return $"{hideTagString}{modifiableTagString}[NoScaleOffset]{referenceName}(\"{displayName}\", 2DArray) = \"white\" {{}}";
}
internal override string GetPropertyDeclarationString(string delimiter = ";")
{
return $"TEXTURE2D_ARRAY({referenceName}){delimiter} SAMPLER(sampler{referenceName}){delimiter}";
}
internal override string GetPropertyAsArgumentString()
{
return $"TEXTURE2D_ARRAY_PARAM({referenceName}, sampler{referenceName})";
}
[SerializeField]
bool m_Modifiable = true;
internal bool modifiable
{
get => m_Modifiable;
set => m_Modifiable = value;
}
internal override AbstractMaterialNode ToConcreteNode()
{
return new Texture2DArrayAssetNode { texture = value.textureArray };
}
internal override PreviewProperty GetPreviewMaterialProperty()
{
return new PreviewProperty(propertyType)
{
name = referenceName,
textureValue = value.textureArray
};
}
internal override ShaderInput Copy()
{
return new Texture2DArrayShaderProperty()
{
displayName = displayName,
hidden = hidden,
value = value
};
}
}
}