public override SlotValueType valueType { get { return SlotValueType.Boolean; } }
public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Boolean; } }
public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
public override void GetPreviewProperties(ref List<PreviewProperty> properties, string name)
{
var pp = new PreviewProperty(PropertyType.Boolean)
properties.AddShaderProperty(property);
}
var pp = new PreviewProperty(PropertyType.Color)
properties.AddShaderProperty(prop);
var pp = new PreviewProperty(PropertyType.Cubemap)
m_ConcreteValueType = valueType;
var propType = ConvertConcreteSlotValueTypeToPropertyType(concreteValueType);
var pp = new PreviewProperty(propType) { name = name };
public virtual void GetPreviewProperties(List<PreviewProperty> properties, string name)
properties.Add(new PreviewProperty(PropertyType.Vector1)
public virtual void GetPreviewProperties(ref List<PreviewProperty> properties, string name)
properties.Add(default(PreviewProperty));
var pp = new PreviewProperty(PropertyType.Matrix2)
var pp = new PreviewProperty(PropertyType.Matrix3)
var pp = new PreviewProperty(PropertyType.Matrix4)
var pp = new PreviewProperty(PropertyType.Texture)
public override SlotValueType valueType { get { return SlotValueType.Vector1; } }
public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector1; } }
var pp = new PreviewProperty(PropertyType.Vector1)
var pp = new PreviewProperty(PropertyType.Vector2)
var pp = new PreviewProperty(PropertyType.Vector3)
var pp = new PreviewProperty(PropertyType.Vector4)
protected static List<MaterialSlot> s_TempSlots = new List<MaterialSlot>();
protected static List<IEdge> s_TempEdges = new List<IEdge>();
protected static List<PreviewProperty> s_TempPreviewProperties = new List<PreviewProperty>();
public enum OutputPrecision
GetInputSlots(s_TempSlots);
foreach (var s in s_TempSlots)
s_TempPreviewProperties.Clear();
s.GetPreviewProperties(properties, GetVariableNameForSlot(s.id));
for(int i = 0; i < properties.Count; i++)
s.GetPreviewProperties(ref s_TempPreviewProperties, GetVariableNameForSlot(s.id));
for(int i = 0; i < s_TempPreviewProperties.Count; i++)
if (properties[i].name == null)
properties.Remove(properties[i]);
if (s_TempPreviewProperties[i].name == null)
continue;
properties.Add(s_TempPreviewProperties[i]);