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
105 行
3.1 KiB
105 行
3.1 KiB
using System;
|
|
using UnityEditor.ShaderGraph.Drawing.Controls;
|
|
using UnityEngine;
|
|
using UnityEditor.Graphing;
|
|
using UnityEditor.ShaderGraph.Internal;
|
|
|
|
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; } }
|
|
}
|
|
}
|