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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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 CubemapInputMaterialSlot : CubemapMaterialSlot
{
[SerializeField]
private SerializableCubemap m_Cubemap = new SerializableCubemap();
public Cubemap cubemap
{
get { return m_Cubemap.cubemap; }
set { m_Cubemap.cubemap = value; }
}
public CubemapInputMaterialSlot()
{}
public CubemapInputMaterialSlot(
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 CubemapSlotControlView(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 CubemapShaderProperty();
prop.overrideReferenceName = matOwner.GetVariableNameForSlot(id);
prop.modifiable = false;
prop.generatePropertyBlock = true;
prop.value.cubemap = cubemap;
properties.AddShaderProperty(prop);
}
public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
{
var pp = new PreviewProperty(PropertyType.Cubemap)
{
name = name,
cubemapValue = cubemap
};
properties.Add(pp);
}
public override void CopyValuesFrom(MaterialSlot foundSlot)
{
var slot = foundSlot as CubemapInputMaterialSlot;
if (slot != null)
m_Cubemap = slot.m_Cubemap;
}
}
}