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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3.1 KiB

using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Slots;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph
{
[Serializable]
class Vector1MaterialSlot : MaterialSlot, IMaterialSlotHasValue<float>
{
[SerializeField]
float m_Value;
[SerializeField]
float m_DefaultValue;
[SerializeField]
string[] m_Labels;
public Vector1MaterialSlot()
{
}
public Vector1MaterialSlot(
int slotId,
string displayName,
string shaderOutputName,
SlotType slotType,
float value,
ShaderStageCapability stageCapability = ShaderStageCapability.All,
string label1 = "X",
bool hidden = false)
: base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden)
{
m_DefaultValue = value;
m_Value = value;
m_Labels = new[] { label1 };
}
public float defaultValue { get { return m_DefaultValue; } }
public float value
{
get { return m_Value; }
set { m_Value = value; }
}
public override VisualElement InstantiateControl()
{
return new MultiFloatSlotControlView(owner, m_Labels, () => new Vector4(value, 0f, 0f, 0f), (newValue) => value = newValue.x);
}
protected override string ConcreteSlotValueAsVariable()
{
return NodeUtils.FloatToShaderValue(value);
}
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 Vector1ShaderProperty()
{
overrideReferenceName = matOwner.GetVariableNameForSlot(id),
generatePropertyBlock = false,
value = value
};
properties.AddShaderProperty(property);
}
public override SlotValueType valueType { get { return SlotValueType.Vector1; } }
public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector1; } }
public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
{
var pp = new PreviewProperty(PropertyType.Vector1)
{
name = name,
floatValue = value,
};
properties.Add(pp);
}
public override void CopyValuesFrom(MaterialSlot foundSlot)
{
var slot = foundSlot as Vector1MaterialSlot;
if (slot != null)
value = slot.value;
}
}
}