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
 
 
 

89 行
3.0 KiB

using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Slots;
using UnityEngine;
using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph
{
[Serializable]
class Texture2DInputMaterialSlot : Texture2DMaterialSlot
{
[SerializeField]
private SerializableTexture m_Texture = new SerializableTexture();
[SerializeField]
private TextureShaderProperty.DefaultType m_DefaultType = TextureShaderProperty.DefaultType.White;
public Texture texture
{
get { return m_Texture.texture; }
set { m_Texture.texture = value; }
}
public TextureShaderProperty.DefaultType defaultType
{
get { return m_DefaultType; }
set { m_DefaultType = value; }
}
public Texture2DInputMaterialSlot()
{}
public Texture2DInputMaterialSlot(
int slotId,
string displayName,
string shaderOutputName,
ShaderStageCapability stageCapability = ShaderStageCapability.All,
bool hidden = false)
: base(slotId, displayName, shaderOutputName, SlotType.Input, stageCapability, hidden)
{}
public override VisualElement InstantiateControl()
{
return new TextureSlotControlView(this);
}
public override string GetDefaultValue(GenerationMode generationMode)
{
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)));
return matOwner.GetVariableNameForSlot(id);
}
public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
{
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 prop = new TextureShaderProperty();
prop.overrideReferenceName = matOwner.GetVariableNameForSlot(id);
prop.modifiable = false;
prop.generatePropertyBlock = true;
prop.value.texture = texture;
prop.defaultType = defaultType;
properties.AddShaderProperty(prop);
}
public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
{
var pp = new PreviewProperty(PropertyType.Texture2D)
{
name = name,
textureValue = texture,
};
properties.Add(pp);
}
public override void CopyValuesFrom(MaterialSlot foundSlot)
{
var slot = foundSlot as Texture2DInputMaterialSlot;
if (slot != null)
m_Texture = slot.m_Texture;
}
}
}