当前提交
8fcaa92a
共有 92 个文件被更改,包括 2041 次插入 和 282 次删除
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1.gitattributes
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6HDPipeline/HDUnlitSubShader.cs
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67com.unity.shadergraph/Editor/Data/Graphs/AbstractMaterialGraph.cs
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10com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs
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10com.unity.shadergraph/Editor/Data/Graphs/BooleanShaderProperty.cs
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8com.unity.shadergraph/Editor/Data/Graphs/ColorShaderProperty.cs
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8com.unity.shadergraph/Editor/Data/Graphs/CubemapShaderProperty.cs
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16com.unity.shadergraph/Editor/Data/Graphs/GradientShaderProperty.cs
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1com.unity.shadergraph/Editor/Data/Graphs/IShaderProperty.cs
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10com.unity.shadergraph/Editor/Data/Graphs/Matrix2ShaderProperty.cs
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8com.unity.shadergraph/Editor/Data/Graphs/Matrix3ShaderProperty.cs
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8com.unity.shadergraph/Editor/Data/Graphs/Matrix4ShaderProperty.cs
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2com.unity.shadergraph/Editor/Data/Graphs/MatrixShaderProperty.cs
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10com.unity.shadergraph/Editor/Data/Graphs/SamplerStateShaderProperty.cs
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10com.unity.shadergraph/Editor/Data/Graphs/TextureShaderProperty.cs
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8com.unity.shadergraph/Editor/Data/Graphs/Vector1ShaderProperty.cs
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8com.unity.shadergraph/Editor/Data/Graphs/Vector2ShaderProperty.cs
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8com.unity.shadergraph/Editor/Data/Graphs/Vector3ShaderProperty.cs
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8com.unity.shadergraph/Editor/Data/Graphs/Vector4ShaderProperty.cs
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7com.unity.shadergraph/Editor/Data/MasterNodes/ISubShader.cs
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25com.unity.shadergraph/Editor/Data/MasterNodes/PBRMasterNode.cs
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21com.unity.shadergraph/Editor/Data/MasterNodes/UnlitMasterNode.cs
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16com.unity.shadergraph/Editor/Data/Nodes/Artistic/Adjustment/InvertColorsNode.cs
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16com.unity.shadergraph/Editor/Data/Nodes/Channel/FlipNode.cs
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3com.unity.shadergraph/Editor/Data/Nodes/IMasterNode.cs
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4com.unity.shadergraph/Editor/Data/Nodes/Input/Basic/BooleanNode.cs
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10com.unity.shadergraph/Editor/Data/Nodes/Input/Basic/Vector1Node.cs
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20com.unity.shadergraph/Editor/Data/Nodes/MasterNode.cs
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8com.unity.shadergraph/Editor/Data/Nodes/UV/FlipbookNode.cs
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62com.unity.shadergraph/Editor/Data/Util/GraphUtil.cs
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78com.unity.shadergraph/Editor/Drawing/Blackboard/BlackboardFieldPropertyView.cs
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2com.unity.shadergraph/Editor/Drawing/Blackboard/BlackboardProvider.cs
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14com.unity.shadergraph/Editor/Drawing/Controls/ToggleControl.cs
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9com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs
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63com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs
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93com.unity.shadergraph/Editor/Drawing/Views/MaterialNodeView.cs
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19com.unity.shadergraph/Editor/Resources/Styles/Blackboard.uss
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50com.unity.shadergraph/Editor/Resources/Styles/MaterialNodeView.uss
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59com.unity.shadergraph/Editor/Util/CopyPasteGraph.cs
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8com.unity.shadergraph/Editor/Util/UIUtilities.cs
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98LICENSE.md
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19CHANGELOG.md
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7CHANGELOG.md.meta
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9CONTRIBUTIONS.md
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7CONTRIBUTIONS.md.meta
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10com.unity.shadergraph/Editor/Data/Interfaces/IHasSettings.cs
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11com.unity.shadergraph/Editor/Data/Interfaces/IHasSettings.cs.meta
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42com.unity.shadergraph/Editor/Drawing/Views/NodeSettingsView.cs
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11com.unity.shadergraph/Editor/Drawing/Views/NodeSettingsView.cs.meta
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95com.unity.shadergraph/Editor/Drawing/Views/PBRSettingsView.cs
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11com.unity.shadergraph/Editor/Drawing/Views/PBRSettingsView.cs.meta
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42com.unity.shadergraph/Editor/Drawing/Views/PropertyRow.cs
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3com.unity.shadergraph/Editor/Drawing/Views/PropertyRow.cs.meta
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42com.unity.shadergraph/Editor/Drawing/Views/PropertySheet.cs
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3com.unity.shadergraph/Editor/Drawing/Views/PropertySheet.cs.meta
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77com.unity.shadergraph/Editor/Drawing/Views/UnlitSettingsView.cs
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11com.unity.shadergraph/Editor/Drawing/Views/UnlitSettingsView.cs.meta
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8com.unity.shadergraph/Editor/Resources/Icons.meta
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20com.unity.shadergraph/Editor/Resources/Styles/NodeSettings.uss
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10com.unity.shadergraph/Editor/Resources/Styles/NodeSettings.uss.meta
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3com.unity.shadergraph/Editor/Resources/Styles/PropertyNameReferenceField.uss
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10com.unity.shadergraph/Editor/Resources/Styles/PropertyNameReferenceField.uss.meta
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31com.unity.shadergraph/Editor/Resources/Styles/PropertyRow.uss
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10com.unity.shadergraph/Editor/Resources/Styles/PropertyRow.uss.meta
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13com.unity.shadergraph/Editor/Resources/Styles/PropertySheet.uss
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10com.unity.shadergraph/Editor/Resources/Styles/PropertySheet.uss.meta
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18com.unity.shadergraph/Editor/Resources/Styles/ShaderGraphBlackboard.uss
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10com.unity.shadergraph/Editor/Resources/Styles/ShaderGraphBlackboard.uss.meta
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7com.unity.shadergraph/Editor/Resources/UXML/NodeSettings.uxml
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11com.unity.shadergraph/Editor/Resources/UXML/NodeSettings.uxml.meta
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3.data/menu_settings.png
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3.data/editable_property_references.gif
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105com.unity.shadergraph/Editor/Resources/Icons/settings_button.png.meta
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105com.unity.shadergraph/Editor/Resources/Icons/settingsbutton.png.meta
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105com.unity.shadergraph/Editor/Resources/Icons/SettingsIcons.png.meta
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105com.unity.shadergraph/Editor/Resources/Icons/SettingsIcons@2x.png.meta
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105com.unity.shadergraph/Editor/Resources/Icons/SettingsIcons_hover.png.meta
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105com.unity.shadergraph/Editor/Resources/Icons/SettingsIcons_hover@2x.png.meta
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105com.unity.shadergraph/Editor/Resources/Icons/Settings_Flyout_9slice.png.meta
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105com.unity.shadergraph/Editor/Resources/Icons/Settings_Flyout_9slice@2x.png.meta
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3com.unity.shadergraph/Editor/Resources/Icons/SettingsIcons.png
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3com.unity.shadergraph/Editor/Resources/Icons/SettingsIcons@2x.png
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3com.unity.shadergraph/Editor/Resources/Icons/SettingsIcons_hover.png
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3com.unity.shadergraph/Editor/Resources/Icons/SettingsIcons_hover@2x.png
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3com.unity.shadergraph/Editor/Resources/Icons/Settings_Flyout_9slice.png
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3com.unity.shadergraph/Editor/Resources/Icons/Settings_Flyout_9slice@2x.png
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3com.unity.shadergraph/Editor/Resources/Icons/settings_button.png
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3com.unity.shadergraph/Editor/Resources/Icons/settingsbutton.png
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0/LICENSE.md.meta
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0/LICENSE.md
|
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*.png filter=lfs diff=lfs merge=lfs -text |
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*.gif filter=lfs diff=lfs merge=lfs -text |
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using System; |
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using UnityEditor.Graphing; |
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using UnityEngine.Experimental.UIElements; |
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namespace UnityEditor.ShaderGraph { |
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namespace UnityEditor.ShaderGraph |
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{ |
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} |
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} |
|
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using System.Collections.Generic; |
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using UnityEditor.Graphing; |
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public interface IMasterNode |
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public interface IMasterNode : INode |
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{ |
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string GetShader(GenerationMode mode, string name, out List<PropertyCollector.TextureInfo> configuredTextures); |
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bool IsPipelineCompatible(IRenderPipeline renderPipeline); |
|
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Unity Companion License (“License”) |
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Software Copyright © 2018 Unity Technologies ApS |
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|
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Unity Technologies ApS (“Unity”) grants to you a worldwide, non-exclusive, |
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no-charge, and royalty-free copyright license to reproduce, prepare derivative |
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works of, publicly display, publicly perform, sublicense, and distribute the |
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software that is made available under this License (“Software”), subject to the |
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following terms and conditions: |
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|
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1. Unity Companion Use Only. Exercise of the license granted herein is limited |
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to exercise for the creation, use, and/or distribution of applications, |
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software, or other content pursuant to a valid Unity content authoring and |
|||
rendering engine software license (“Engine License”). That means while use of |
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the Software is not limited to use in the software licensed under the Engine |
|||
License, the Software may not be used for any purpose other than the creation, |
|||
use, and/or distribution of Engine License-dependent applications, software, or |
|||
other content. No other exercise of the license granted herein is permitted, |
|||
and in no event may the Software be used for competitive analysis or to develop |
|||
a competing product or service. |
|||
|
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2. No Modification of Engine License. Neither this License nor any exercise of |
|||
the license granted herein modifies the Engine License in any way. |
|||
|
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3. Ownership & Grant Back to You. |
|||
|
|||
3.1 You own your content. In this License, “derivative works” means derivatives |
|||
of the Software itself--works derived only from the Software by you under this |
|||
License (for example, modifying the code of the Software itself to improve its |
|||
efficacy); “derivative works” of the Software do not include, for example, |
|||
games, apps, or content that you create using the Software. You keep all right, |
|||
title, and interest to your own content. |
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|
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3.2 Unity owns its content. While you keep all right, title, and interest to |
|||
your own content per the above, as between Unity and you, Unity will own all |
|||
right, title, and interest to all intellectual property rights (including |
|||
patent, trademark, and copyright) in the Software and derivative works of the |
|||
Software, and you hereby assign and agree to assign all such rights in those |
|||
derivative works to Unity. |
|||
|
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3.3 You have a license to those derivative works. Subject to this License, |
|||
Unity grants to you the same worldwide, non-exclusive, no-charge, and |
|||
royalty-free copyright license to derivative works of the Software you create |
|||
as is granted to you for the Software under this License. |
|||
|
|||
4. Trademarks. You are not granted any right or license under this License to |
|||
use any trademarks, service marks, trade names, products names, or branding of |
|||
Unity or its affiliates (“Trademarks”). Descriptive uses of Trademarks are |
|||
permitted; see, for example, Unity’s Branding Usage Guidelines at |
|||
https://unity3d.com/public-relations/brand. |
|||
Shader Graph copyright © 2018 Unity Technologies ApS |
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5. Notices & Third-Party Rights. This License, including the copyright notice |
|||
associated with the Software, must be provided in all substantial portions of |
|||
the Software and derivative works thereof (or, if that is impracticable, in any |
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other location where such notices are customarily placed). Further, if the |
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Software is accompanied by a Unity “third-party notices” or similar file, you |
|||
acknowledge and agree that software identified in that file is governed by |
|||
those separate license terms. |
|||
Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). |
|||
6. DISCLAIMER, LIMITATION OF LIABILITY. THE SOFTWARE AND ANY DERIVATIVE WORKS |
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THEREOF IS PROVIDED ON AN "AS IS" BASIS, AND IS PROVIDED WITHOUT WARRANTY OF |
|||
ANY KIND, WHETHER EXPRESS OR IMPLIED, INCLUDING ANY WARRANTIES OF |
|||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND/OR NONINFRINGEMENT. IN |
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NO EVENT SHALL ANY COPYRIGHT HOLDER OR AUTHOR BE LIABLE FOR ANY CLAIM, DAMAGES |
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(WHETHER DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL, |
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INCLUDING PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, LOSS OF USE, DATA, OR |
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PROFITS, AND BUSINESS INTERRUPTION), OR OTHER LIABILITY WHATSOEVER, WHETHER IN |
|||
AN ACTION OF CONTRACT, TORT, OR OTHERWISE, ARISING FROM OR OUT OF, OR IN |
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CONNECTION WITH, THE SOFTWARE OR ANY DERIVATIVE WORKS THEREOF OR THE USE OF OR |
|||
OTHER DEALINGS IN SAME, EVEN WHERE ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
|||
|
|||
7. USE IS ACCEPTANCE and License Versions. Your receipt and use of the Software |
|||
constitutes your acceptance of this License and its terms and conditions. |
|||
Software released by Unity under this License may be modified or updated and |
|||
the License with it; upon any such modification or update, you will comply with |
|||
the terms of the updated License for any use of any of the Software under the |
|||
updated License. |
|||
|
|||
8. Use in Compliance with Law and Termination. Your exercise of the license |
|||
granted herein will at all times be in compliance with applicable law and will |
|||
not infringe any proprietary rights (including intellectual property rights); |
|||
this License will terminate immediately on any breach by you of this License. |
|||
|
|||
9. Severability. If any provision of this License is held to be unenforceable |
|||
or invalid, that provision will be enforced to the maximum extent possible and |
|||
the other provisions will remain in full force and effect. |
|||
|
|||
10. Governing Law and Venue. This License is governed by and construed in |
|||
accordance with the laws of Denmark, except for its conflict of laws rules; the |
|||
United Nations Convention on Contracts for the International Sale of Goods will |
|||
not apply. If you reside (or your principal place of business is) within the |
|||
United States, you and Unity agree to submit to the personal and exclusive |
|||
jurisdiction of and venue in the state and federal courts located in San |
|||
Francisco County, California concerning any dispute arising out of this License |
|||
(“Dispute”). If you reside (or your principal place of business is) outside the |
|||
United States, you and Unity agree to submit to the personal and exclusive |
|||
jurisdiction of and venue in the courts located in Copenhagen, Denmark |
|||
concerning any Dispute. |
|||
Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. |
|
|||
# Next version |
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|
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### Master node settings |
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|
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![](.data/menu_settings.png) |
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|
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The settings on master nodes now live in a small window that you can toggle on and off. The settings menu allows you to change various rendering settings for your shader. |
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|
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### Editable property names |
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|
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![](.data/editable_property_references.gif) |
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|
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The property reference names are now editable. It is also now possible to make the properties not exposed. |
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|
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### Bug fixes and minor changes |
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|
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- Fixed an issue where vector 1 node was not evaluating properly. ([#334](https://github.com/Unity-Technologies/ShaderGraph/issues/334) and [#337](https://github.com/Unity-Technologies/ShaderGraph/issues/337)) |
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- Properties can now be copied and pasted. |
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- Pasting a property node into another graph will now convert it to a concrete node. ([#300](https://github.com/Unity-Technologies/ShaderGraph/issues/300)) |
|
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fileFormatVersion: 2 |
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guid: 7a432963c0c501d489f74905a4c41a13 |
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TextScriptImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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# Contributions |
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|
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## If you are interested in contributing, here are some ground rules: |
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* Talk to us before doing the work -- we love contributions, but we might already be working on the same thing, or we might have different opinions on how it should be implemented. |
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|
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## All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement) |
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By making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions. |
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|
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## Once you have a change ready following these ground rules. Simply make a pull request in Github |
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fileFormatVersion: 2 |
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guid: 8b1e4e7d7a7bd564dab213b3b4bda399 |
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TextScriptImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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using UnityEngine.Experimental.UIElements; |
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|
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namespace UnityEditor.Graphing |
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{ |
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public interface IHasSettings |
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{ |
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VisualElement CreateSettingsElement(); |
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} |
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} |
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fileFormatVersion: 2 |
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guid: aaccc11846e23c84093c0d6780172063 |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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using System; |
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using System.Linq; |
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using UnityEditor.Graphing; |
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using UnityEngine; |
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using UnityEngine.Experimental.UIElements; |
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|
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namespace UnityEditor.ShaderGraph.Drawing |
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{ |
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public class NodeSettingsView : VisualElement |
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{ |
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VisualElement m_ContentContainer; |
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|
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public NodeSettingsView() |
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{ |
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pickingMode = PickingMode.Ignore; |
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AddStyleSheetPath("Styles/NodeSettings"); |
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var uxml = Resources.Load<VisualTreeAsset>("UXML/NodeSettings"); |
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uxml.CloneTree(this, null); |
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// Get the element we want to use as content container
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m_ContentContainer = this.Q("contentContainer"); |
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RegisterCallback<MouseDownEvent>(OnMouseDown); |
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RegisterCallback<MouseUpEvent>(OnMouseUp); |
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} |
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|
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void OnMouseUp(MouseUpEvent evt) |
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{ |
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evt.StopPropagation(); |
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} |
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|
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void OnMouseDown(MouseDownEvent evt) |
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{ |
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evt.StopPropagation(); |
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} |
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|
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public override VisualElement contentContainer |
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{ |
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get { return m_ContentContainer; } |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 827eeffd55f0ac94b9c13553edbe457b |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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using System; |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEditor.Experimental.UIElements; |
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using UnityEngine; |
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using UnityEngine.Experimental.UIElements; |
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using UnityEditor.Graphing.Util; |
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using UnityEditor.ShaderGraph.Drawing.Controls; |
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|
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namespace UnityEditor.ShaderGraph.Drawing |
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{ |
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public class PBRSettingsView : VisualElement |
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{ |
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PBRMasterNode m_Node; |
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public PBRSettingsView(PBRMasterNode node) |
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{ |
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m_Node = node; |
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|
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PropertySheet ps = new PropertySheet(); |
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|
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ps.Add(new PropertyRow(new Label("Workflow")), (row) => |
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{ |
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row.Add(new EnumField(PBRMasterNode.Model.Metallic), (field) => |
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{ |
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field.value = m_Node.model; |
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field.OnValueChanged(ChangeWorkFlow); |
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}); |
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}); |
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|
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ps.Add(new PropertyRow(new Label("Surface")), (row) => |
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{ |
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row.Add(new EnumField(SurfaceType.Opaque), (field) => |
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{ |
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field.value = m_Node.surfaceType; |
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field.OnValueChanged(ChangeSurface); |
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}); |
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}); |
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|
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ps.Add(new PropertyRow(new Label("Blend")), (row) => |
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{ |
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row.Add(new EnumField(AlphaMode.Additive), (field) => |
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{ |
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field.value = m_Node.alphaMode; |
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field.OnValueChanged(ChangeAlphaMode); |
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}); |
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}); |
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|
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ps.Add(new PropertyRow(new Label("Two Sided")), (row) => |
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{ |
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row.Add(new Toggle(null), (toggle) => |
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{ |
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toggle.value = m_Node.twoSided.isOn; |
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toggle.OnToggle(ChangeTwoSided); |
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}); |
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}); |
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|
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Add(ps); |
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} |
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|
|||
void ChangeWorkFlow(ChangeEvent<Enum> evt) |
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{ |
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if (Equals(m_Node.model, evt.newValue)) |
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return; |
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|
|||
m_Node.owner.owner.RegisterCompleteObjectUndo("Work Flow Change"); |
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m_Node.model = (PBRMasterNode.Model)evt.newValue; |
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} |
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|
|||
void ChangeSurface(ChangeEvent<Enum> evt) |
|||
{ |
|||
if (Equals(m_Node.surfaceType, evt.newValue)) |
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return; |
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|
|||
m_Node.owner.owner.RegisterCompleteObjectUndo("Surface Change"); |
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m_Node.surfaceType = (SurfaceType)evt.newValue; |
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} |
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|
|||
void ChangeAlphaMode(ChangeEvent<Enum> evt) |
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{ |
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if (Equals(m_Node.alphaMode, evt.newValue)) |
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return; |
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|
|||
m_Node.owner.owner.RegisterCompleteObjectUndo("Alpha Mode Change"); |
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m_Node.alphaMode = (AlphaMode)evt.newValue; |
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} |
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|
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void ChangeTwoSided() |
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{ |
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m_Node.owner.owner.RegisterCompleteObjectUndo("Two Sided Change"); |
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ToggleData td = m_Node.twoSided; |
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td.isOn ^= true; |
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m_Node.twoSided = td; |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 0f6aa10456b30264a9bd4aeded39530a |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
|
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using System.Linq; |
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using UnityEngine.Experimental.UIElements; |
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|
|||
namespace UnityEditor.ShaderGraph.Drawing |
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{ |
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public class PropertyRow : VisualElement |
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{ |
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VisualElement m_ContentContainer; |
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VisualElement m_LabelContainer; |
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|
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public override VisualElement contentContainer |
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{ |
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get { return m_ContentContainer; } |
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} |
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|
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public VisualElement label |
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{ |
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get { return m_LabelContainer.FirstOrDefault(); } |
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set |
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{ |
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var first = m_LabelContainer.FirstOrDefault(); |
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if (first != null) |
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first.RemoveFromHierarchy(); |
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m_LabelContainer.Add(value); |
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} |
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} |
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|
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public PropertyRow(VisualElement label = null) |
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{ |
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AddStyleSheetPath("Styles/PropertyRow"); |
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VisualElement container = new VisualElement {name = "container"}; |
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m_ContentContainer = new VisualElement { name = "content" }; |
|||
m_LabelContainer = new VisualElement {name = "label" }; |
|||
m_LabelContainer.Add(label); |
|||
|
|||
container.Add(m_LabelContainer); |
|||
container.Add(m_ContentContainer); |
|||
|
|||
shadow.Add(container); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 917a1d0b14b14ca0861b93792b550f83 |
|||
timeCreated: 1521637416 |
|
|||
using System.Linq; |
|||
using UnityEditorInternal; |
|||
using UnityEngine.Experimental.UIElements; |
|||
|
|||
namespace UnityEditor.ShaderGraph.Drawing |
|||
{ |
|||
public class PropertySheet : VisualElement |
|||
{ |
|||
VisualElement m_ContentContainer; |
|||
VisualElement m_HeaderContainer; |
|||
Label m_Header; |
|||
public override VisualElement contentContainer |
|||
{ |
|||
get { return m_ContentContainer; } |
|||
} |
|||
|
|||
public VisualElement headerContainer |
|||
{ |
|||
get { return m_HeaderContainer.FirstOrDefault(); } |
|||
set |
|||
{ |
|||
var first = m_HeaderContainer.FirstOrDefault(); |
|||
if( first != null ) |
|||
first.RemoveFromHierarchy(); |
|||
|
|||
m_HeaderContainer.Add(value); |
|||
} |
|||
} |
|||
|
|||
public PropertySheet(Label header = null) |
|||
{ |
|||
AddStyleSheetPath("Styles/PropertySheet"); |
|||
m_ContentContainer = new VisualElement { name = "content" }; |
|||
m_HeaderContainer = new VisualElement { name = "header" }; |
|||
if( header != null) |
|||
m_HeaderContainer.Add(header); |
|||
|
|||
m_ContentContainer.Add(m_HeaderContainer); |
|||
shadow.Add(m_ContentContainer); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 145d8ce4e0814506803af49f799cdb02 |
|||
timeCreated: 1521645038 |
|
|||
using System; |
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEditor.Experimental.UIElements; |
|||
using UnityEngine; |
|||
using UnityEngine.Experimental.UIElements; |
|||
using UnityEditor.Graphing.Util; |
|||
using UnityEditor.ShaderGraph.Drawing.Controls; |
|||
|
|||
namespace UnityEditor.ShaderGraph.Drawing |
|||
{ |
|||
public class UnlitSettingsView : VisualElement |
|||
{ |
|||
UnlitMasterNode m_Node; |
|||
public UnlitSettingsView(UnlitMasterNode node) |
|||
{ |
|||
m_Node = node; |
|||
|
|||
PropertySheet ps = new PropertySheet(); |
|||
|
|||
ps.Add(new PropertyRow(new Label("Surface")), (row) => |
|||
{ |
|||
row.Add(new EnumField(SurfaceType.Opaque), (field) => |
|||
{ |
|||
field.value = m_Node.surfaceType; |
|||
field.OnValueChanged(ChangeSurface); |
|||
}); |
|||
}); |
|||
|
|||
ps.Add(new PropertyRow(new Label("Blend")), (row) => |
|||
{ |
|||
row.Add(new EnumField(AlphaMode.Additive), (field) => |
|||
{ |
|||
field.value = m_Node.alphaMode; |
|||
field.OnValueChanged(ChangeAlphaMode); |
|||
}); |
|||
}); |
|||
|
|||
ps.Add(new PropertyRow(new Label("Two Sided")), (row) => |
|||
{ |
|||
row.Add(new Toggle(null), (toggle) => |
|||
{ |
|||
toggle.value = m_Node.twoSided.isOn; |
|||
toggle.OnToggle(ChangeTwoSided); |
|||
}); |
|||
}); |
|||
|
|||
Add(ps); |
|||
} |
|||
|
|||
void ChangeSurface(ChangeEvent<Enum> evt) |
|||
{ |
|||
if (Equals(m_Node.surfaceType, evt.newValue)) |
|||
return; |
|||
|
|||
m_Node.owner.owner.RegisterCompleteObjectUndo("Surface Change"); |
|||
m_Node.surfaceType = (SurfaceType)evt.newValue; |
|||
} |
|||
|
|||
void ChangeAlphaMode(ChangeEvent<Enum> evt) |
|||
{ |
|||
if (Equals(m_Node.alphaMode, evt.newValue)) |
|||
return; |
|||
|
|||
m_Node.owner.owner.RegisterCompleteObjectUndo("Alpha Mode Change"); |
|||
m_Node.alphaMode = (AlphaMode)evt.newValue; |
|||
} |
|||
|
|||
void ChangeTwoSided() |
|||
{ |
|||
m_Node.owner.owner.RegisterCompleteObjectUndo("Two Sided Change"); |
|||
ToggleData td = m_Node.twoSided; |
|||
td.isOn ^= true; |
|||
m_Node.twoSided = td; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 66dcef8109abbfc4fa27499aaa708dd4 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
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assetBundleVariant: |
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|||
fileFormatVersion: 2 |
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guid: f4d6d4aaf7f25a14fb15dabc0b24d7ef |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
NodeSettingsView { |
|||
width: 232; |
|||
position-type: absolute; |
|||
slice-top: 40; |
|||
slice-left: 80; |
|||
slice-right: 25; |
|||
slice-bottom: 25; |
|||
padding-top: 15; |
|||
padding-left: 4; |
|||
padding-right: 4; |
|||
padding-bottom: 4; |
|||
background-image: resource("Icons/Settings_Flyout_9slice"); |
|||
} |
|||
|
|||
NodeSettingsView > #mainContainer { |
|||
padding-top: 4; |
|||
padding-left: 4; |
|||
padding-right: 4; |
|||
padding-bottom: 4; |
|||
} |
|
|||
fileFormatVersion: 2 |
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guid: 59bba4c88ab5f464d9a8f51088561c48 |
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fileIDToRecycleName: |
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userData: |
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script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0} |
|
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TextField.modified { |
|||
font-style: bold; |
|||
} |
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fileFormatVersion: 2 |
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userData: |
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assetBundleVariant: |
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script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0} |
|
|||
PropertyRow EnumField, |
|||
PropertyRow Label, |
|||
PropertyRow Toggle, |
|||
PropertyRow DoubleField { |
|||
margin-left: 0; |
|||
margin-right: 0; |
|||
} |
|||
|
|||
PropertyRow > #container{ |
|||
flex-grow: 1; |
|||
padding-left: 8; |
|||
padding-right: 8; |
|||
flex-direction: row; |
|||
} |
|||
|
|||
PropertyRow > #container > #label { |
|||
width: 75; |
|||
height: 24; |
|||
justify-content: center; |
|||
} |
|||
|
|||
PropertyRow > #container > #label > Label { |
|||
margin-bottom: 3; |
|||
} |
|||
|
|||
PropertyRow > #container > #content{ |
|||
flex-grow: 1; |
|||
height: 24; |
|||
justify-content: center; |
|||
} |
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fileFormatVersion: 2 |
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script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0} |
|
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PropertySheet { |
|||
margin-top: 4; |
|||
margin-bottom: 4; |
|||
} |
|||
PropertySheet > #content > #header{ |
|||
margin-left: 4; |
|||
} |
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|
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PropertySheet > #content > #header > Label{ |
|||
text-color: #C1C1C1; |
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font-size: 11; |
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font-style: bold; |
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|
|||
.sgblackboardFieldPropertyView * { |
|||
font-size: 11; |
|||
} |
|||
.sgblackboardFieldPropertyView > .rowView { |
|||
flex-direction: row; |
|||
padding-left: 10; |
|||
padding-right: 2; |
|||
padding-top: 2; |
|||
padding-bottom: 2; |
|||
} |
|||
|
|||
.sgblackboardFieldPropertyView > .rowView > .rowViewLabel { |
|||
min-width: 50; |
|||
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|
|||
.sgblackboardFieldPropertyView > .rowView > .rowViewControl { |
|||
flex: 1; |
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<ui:VisualElement name="mainContainer"> |
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<ui:VisualElement name="contentContainer"> |
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</ui:VisualElement> |
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size 27931 |
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