浏览代码

Merge pull request #244 from Unity-Technologies/fix-all-warnings

Fix all warnings
/main
GitHub 7 年前
当前提交
cdc03be9
共有 128 个文件被更改,包括 64 次插入244 次删除
  1. 4
      MaterialGraphProject/Assets/NewNodes/Editor/ChannelBlendNode.cs
  2. 4
      MaterialGraphProject/Assets/NewNodes/Editor/FunctionNAddNode.cs
  3. 3
      MaterialGraphProject/Assets/NewNodes/Editor/FunctionNInNOut.cs
  4. 1
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/ColorBalanceNode.cs
  5. 3
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/ConvolutionFilterNode.cs
  6. 6
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/CustomCodeNode.cs
  7. 6
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/GradientWrapper.cs
  8. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/IFNode.cs
  9. 4
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/LevelsNode.cs
  10. 1
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/MakeSubgraph/FractalNode.cs
  11. 1
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/MakeSubgraph/HexNode.cs
  12. 1
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/MakeSubgraph/ParticleNode.cs
  13. 1
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/ParallaxNode.cs
  14. 4
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/UVTriPlanar.cs
  15. 1
      MaterialGraphProject/Assets/NewNodes/Editor/Keep/VertexInterpolatorNode.cs
  16. 1
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/AACheckerBoard3dNode.cs
  17. 1
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/GradientRampNode.cs
  18. 1
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/LineNode.cs
  19. 1
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/MultiLayerParallaxNode.cs
  20. 1
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/POMNode.cs
  21. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/PulseNode.cs
  22. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/ScatterNode.cs
  23. 1
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/SphericalIndentationNode.cs
  24. 1
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/SpherizeNode.cs
  25. 2
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/ToggleNode.cs
  26. 1
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/UVPannerNode.cs
  27. 1
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/UVTileNode.cs
  28. 3
      MaterialGraphProject/Assets/NewNodes/Editor/Kill/UVTransform.cs
  29. 1
      MaterialGraphProject/Assets/NewNodes/Editor/Sampler2DShaderProperty.cs
  30. 3
      MaterialGraphProject/Assets/NewNodes/Editor/SceneDepthNode.cs
  31. 3
      MaterialGraphProject/Assets/NewNodes/Editor/SceneNormalsNode.cs
  32. 3
      MaterialGraphProject/Assets/NewNodes/Editor/SceneVelocityNode.cs
  33. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/AssetCallbacks/CreateShaderSubGraph.cs
  34. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/AbstractMaterialGraphAsset.cs
  35. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/IMaterialGraphAsset.cs
  36. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/MatrixShaderProperty.cs
  37. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/NormalMaterialSlot.cs
  38. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/PositionMaterialSlot.cs
  39. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/TangentMaterialSlot.cs
  40. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/ViewDirectionMaterialSlot.cs
  41. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Implementation/GraphObject.cs
  42. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Interfaces/NeededCoordinateSpace.cs
  43. 5
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/LightweightFastBlinnMasterNode.cs
  44. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Filter/DitherNode.cs
  45. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Normal/NormalCreateNode.cs
  46. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Normal/NormalStrengthNode.cs
  47. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Channel/CombineNode.cs
  48. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Channel/SplitNode.cs
  49. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Basic/ConstantNode.cs
  50. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/ScreenPositionNode.cs
  51. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/PBR/MetalReflectanceNode.cs
  52. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/PropertyNode.cs
  53. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/MultiplyNode.cs
  54. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Derivative/DDXNode.cs
  55. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Derivative/DDXYNode.cs
  56. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Derivative/DDYNode.cs
  57. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Matrix/MatrixConstructionNode.cs
  58. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Matrix/MatrixSplitNode.cs
  59. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Round/StepNode.cs
  60. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/UV/TwirlNode.cs
  61. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Utility/Logic/AllNode.cs
  62. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Utility/Logic/AndNode.cs
  63. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Utility/Logic/AnyNode.cs
  64. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Utility/Logic/BranchNode.cs
  65. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Utility/Logic/IsInfiniteNode.cs
  66. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Utility/Logic/IsNanNode.cs
  67. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Utility/Logic/NandNode.cs
  68. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Utility/Logic/NotNode.cs
  69. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Utility/Logic/OrNode.cs
  70. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Util/CubemapPropertyChunk.cs
  71. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Util/Logging.cs
  72. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Util/SerializationHelper.cs
  73. 7
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Blackboard/BlackboardField.cs
  74. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Blackboard/BlackboardProvider.cs
  75. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Blackboard/BlackboardSection.cs
  76. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Controls/ChannelMixerControl.cs
  77. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Controls/ColorControl.cs
  78. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Controls/CubemapControl.cs
  79. 9
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Controls/SliderControl.cs
  80. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Controls/TextureControl.cs
  81. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Controls/ToggleControl.cs
  82. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Controls/VectorControl.cs
  83. 43
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Inspector/MasterPreviewView.cs
  84. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Manipulators/Draggable.cs
  85. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Manipulators/GraphDropTarget.cs
  86. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Manipulators/ResizeBorderFrame.cs
  87. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Manipulators/ResizeSideHandle.cs
  88. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Manipulators/Scrollable.cs
  89. 5
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Manipulators/WindowDraggable.cs
  90. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/MaterialGraphEditWindow.cs
  91. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/MaterialGraphPreviewGenerator.cs
  92. 18
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/PreviewManager.cs
  93. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/SearchWindowProvider.cs
  94. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Views/GradientEdge.cs
  95. 44
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Views/GraphEditorView.cs
  96. 3
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Views/MaterialGraphView.cs
  97. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Views/PortInputView.cs
  98. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Views/Slots/BooleanSlotControlView.cs
  99. 1
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Views/Slots/CubemapSlotControlView.cs
  100. 4
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Views/Slots/LabelSlotControlView.cs

4
MaterialGraphProject/Assets/NewNodes/Editor/ChannelBlendNode.cs


using UnityEditor.Graphing;
using System.Linq;
using System.Collections;
namespace UnityEditor.ShaderGraph
{
/* [Title("Art", "ChannelBlend")]

4
MaterialGraphProject/Assets/NewNodes/Editor/FunctionNAddNode.cs


using UnityEditor.Graphing;
using System.Linq;
using System.Collections;
namespace UnityEditor.ShaderGraph
{
/* [Title("Math", "Advanced", "Adder")]

3
MaterialGraphProject/Assets/NewNodes/Editor/FunctionNInNOut.cs


using UnityEditor.Graphing;
using System.Linq;
using System.Collections;
using System;
namespace UnityEditor.ShaderGraph

1
MaterialGraphProject/Assets/NewNodes/Editor/Keep/ColorBalanceNode.cs


using System.Reflection;
using UnityEngine;
/*namespace UnityEditor.ShaderGraph

3
MaterialGraphProject/Assets/NewNodes/Editor/Keep/ConvolutionFilterNode.cs


using UnityEditor.Graphing;
using System.Collections.Generic;
using System.Linq;
using System;
/*namespace UnityEditor.ShaderGraph

6
MaterialGraphProject/Assets/NewNodes/Editor/Keep/CustomCodeNode.cs


using System;
using UnityEditor.Graphing;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
namespace UnityEditor.ShaderGraph
{

6
MaterialGraphProject/Assets/NewNodes/Editor/Keep/GradientWrapper.cs


using UnityEngine;
using UnityEditor;
using System.Reflection;
using Activator = System.Activator;
using Array = System.Array;
using Type = System.Type;
[System.Serializable]

2
MaterialGraphProject/Assets/NewNodes/Editor/Keep/IFNode.cs


using System;
using System.Reflection;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{

4
MaterialGraphProject/Assets/NewNodes/Editor/Keep/LevelsNode.cs


using UnityEditor.Graphing;
using System.Collections.Generic;
using System.Reflection;
/*namespace UnityEditor.ShaderGraph
{

1
MaterialGraphProject/Assets/NewNodes/Editor/Keep/MakeSubgraph/FractalNode.cs


using System.Reflection;
using UnityEngine;
/*namespace UnityEditor.ShaderGraph

1
MaterialGraphProject/Assets/NewNodes/Editor/Keep/MakeSubgraph/HexNode.cs


using System.Reflection;
using UnityEngine;
/*namespace UnityEditor.ShaderGraph

1
MaterialGraphProject/Assets/NewNodes/Editor/Keep/MakeSubgraph/ParticleNode.cs


using System.Reflection;
using UnityEngine;
/*namespace UnityEditor.ShaderGraph

1
MaterialGraphProject/Assets/NewNodes/Editor/Keep/ParallaxNode.cs


using UnityEngine;
using UnityEditor.Graphing;
/*namespace UnityEditor.ShaderGraph
{

4
MaterialGraphProject/Assets/NewNodes/Editor/Keep/UVTriPlanar.cs


using UnityEditor.Graphing;
using System.Collections.Generic;
using System.Linq;
namespace UnityEditor.ShaderGraph
{
/* [Title("UV", "Tri-Planar Mapping")]

1
MaterialGraphProject/Assets/NewNodes/Editor/Keep/VertexInterpolatorNode.cs


using UnityEngine;
using UnityEditor.Graphing;
/*namespace UnityEditor.ShaderGraph
{

1
MaterialGraphProject/Assets/NewNodes/Editor/Kill/AACheckerBoard3dNode.cs


using System.Reflection;
using UnityEngine;
/*namespace UnityEditor.ShaderGraph

1
MaterialGraphProject/Assets/NewNodes/Editor/Kill/GradientRampNode.cs


using System.Reflection;
using UnityEngine;
/*namespace UnityEditor.ShaderGraph

1
MaterialGraphProject/Assets/NewNodes/Editor/Kill/LineNode.cs


using System.Reflection;
using UnityEngine;
/*namespace UnityEditor.ShaderGraph

1
MaterialGraphProject/Assets/NewNodes/Editor/Kill/MultiLayerParallaxNode.cs


using UnityEngine;
using UnityEditor.Graphing;
/*namespace UnityEditor.ShaderGraph
{

1
MaterialGraphProject/Assets/NewNodes/Editor/Kill/POMNode.cs


using System.Reflection;
using UnityEngine;
/*namespace UnityEditor.ShaderGraph

2
MaterialGraphProject/Assets/NewNodes/Editor/Kill/PulseNode.cs


using System.Reflection;
/*namespace UnityEditor.ShaderGraph
{

2
MaterialGraphProject/Assets/NewNodes/Editor/Kill/ScatterNode.cs


using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
/* [Title("Procedural", "Scatter")]

1
MaterialGraphProject/Assets/NewNodes/Editor/Kill/SphericalIndentationNode.cs


using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph

1
MaterialGraphProject/Assets/NewNodes/Editor/Kill/SpherizeNode.cs


using System.Reflection;
using UnityEngine;
namespace UnityEditor.ShaderGraph

2
MaterialGraphProject/Assets/NewNodes/Editor/Kill/ToggleNode.cs


using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
/* [Title("Input", "Toggle")]

1
MaterialGraphProject/Assets/NewNodes/Editor/Kill/UVPannerNode.cs


using System.Reflection;
using UnityEngine;
/*namespace UnityEditor.ShaderGraph

1
MaterialGraphProject/Assets/NewNodes/Editor/Kill/UVTileNode.cs


using System.Reflection;
using UnityEngine;
/*namespace UnityEditor.ShaderGraph

3
MaterialGraphProject/Assets/NewNodes/Editor/Kill/UVTransform.cs


using System.Reflection;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.Graphing;
/*namespace UnityEditor.ShaderGraph
{

1
MaterialGraphProject/Assets/NewNodes/Editor/Sampler2DShaderProperty.cs


using System;
using System.Text;
using UnityEngine;
/*namespace UnityEditor.ShaderGraph

3
MaterialGraphProject/Assets/NewNodes/Editor/SceneDepthNode.cs


using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using System.Collections.Generic;
/*namespace UnityEditor.ShaderGraph
{

3
MaterialGraphProject/Assets/NewNodes/Editor/SceneNormalsNode.cs


using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using System.Collections.Generic;
/*namespace UnityEditor.ShaderGraph
{

3
MaterialGraphProject/Assets/NewNodes/Editor/SceneVelocityNode.cs


using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using System.Collections.Generic;
/*namespace UnityEditor.ShaderGraph
{

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/AssetCallbacks/CreateShaderSubGraph.cs


using System.IO;
using UnityEditor.ProjectWindowCallback;
using UnityEditor.ShaderGraph;
namespace UnityEditor.ShaderGraph
{

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/AbstractMaterialGraphAsset.cs


using System.Linq;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
}

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/IMaterialGraphAsset.cs


using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
}

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/MatrixShaderProperty.cs


using System;
using System.Text;
using UnityEngine;
namespace UnityEditor.ShaderGraph

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/NormalMaterialSlot.cs


using System;
using UnityEditor.Graphing;
using UnityEngine;
namespace UnityEditor.ShaderGraph

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/PositionMaterialSlot.cs


using System;
using UnityEditor.Graphing;
using UnityEngine;
namespace UnityEditor.ShaderGraph

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/TangentMaterialSlot.cs


using System;
using UnityEditor.Graphing;
using UnityEngine;
namespace UnityEditor.ShaderGraph

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Graphs/ViewDirectionMaterialSlot.cs


using System;
using UnityEditor.Graphing;
using UnityEngine;
namespace UnityEditor.ShaderGraph

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Implementation/GraphObject.cs


using System;
using UnityEditor;
using UnityEngine;
namespace UnityEditor.Graphing

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Interfaces/NeededCoordinateSpace.cs


using System;
using System.Linq;
namespace UnityEditor.ShaderGraph
{

5
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/LightweightPipeline/LightweightFastBlinnMasterNode.cs


using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Filter/DitherNode.cs


using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Title("Artistic", "Filter", "Dither")]

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Normal/NormalCreateNode.cs


using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using System.Collections.Generic;
using UnityEditor.ShaderGraph.Drawing.Slots;
using UnityEngine.Experimental.UIElements;
namespace UnityEditor.ShaderGraph
{

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Artistic/Normal/NormalStrengthNode.cs


using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Channel/CombineNode.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Channel/SplitNode.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Basic/ConstantNode.cs


using System.Collections.Generic;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.ShaderGraph;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/Geometry/ScreenPositionNode.cs


using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/PBR/MetalReflectanceNode.cs


using System.Reflection;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor.Graphing;

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Input/PropertyNode.cs


using System;
using System.Linq;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Basic/MultiplyNode.cs


using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Slots;
using UnityEngine.Experimental.UIElements;
using System.Linq;
namespace UnityEditor.ShaderGraph

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Derivative/DDXNode.cs


using System.Reflection;
using UnityEngine;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Derivative/DDXYNode.cs


using System.Reflection;
using UnityEngine;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Derivative/DDYNode.cs


using System.Reflection;
using UnityEngine;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Matrix/MatrixConstructionNode.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Matrix/MatrixSplitNode.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Math/Round/StepNode.cs


using System.Linq.Expressions;
using System.Reflection;
namespace UnityEditor.ShaderGraph

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/UV/TwirlNode.cs


using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Utility/Logic/AllNode.cs


using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Utility/Logic/AndNode.cs


using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Utility/Logic/AnyNode.cs


using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Utility/Logic/BranchNode.cs


using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Utility/Logic/IsInfiniteNode.cs


using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Utility/Logic/IsNanNode.cs


using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Utility/Logic/NandNode.cs


using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Utility/Logic/NotNode.cs


using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Nodes/Utility/Logic/OrNode.cs


using System.Reflection;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
namespace UnityEditor.ShaderGraph
{

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Util/CubemapPropertyChunk.cs


using System;
using System.Text;
namespace UnityEditor.ShaderGraph
{

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Util/Logging.cs


using System;
using UnityEngine;
using Object = System.Object;
namespace UnityEditor.Graphing
{

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Data/Util/SerializationHelper.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UnityEditor.Graphing

7
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Blackboard/BlackboardField.cs


if (dropTarget == null || !dropTarget.CanAcceptDrop(selection))
return;
var propagation = EventPropagation.Continue;
propagation = dropTarget.DragUpdated(evt, selection, dropTarget);
dropTarget.DragUpdated(evt, selection, dropTarget);
propagation = dropTarget.DragPerform(evt, selection, dropTarget);
dropTarget.DragPerform(evt, selection, dropTarget);
propagation = dropTarget.DragExited();
dropTarget.DragExited();
// if (propagation == EventPropagation.Stop)
// evt.StopPropagation();

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Blackboard/BlackboardProvider.cs


{
class BlackboardProvider
{
readonly string m_AssetName;
readonly AbstractMaterialGraph m_Graph;
readonly Texture2D m_ExposedIcon;
readonly Dictionary<Guid, BlackboardRow> m_PropertyRows;

public BlackboardProvider(string assetName, AbstractMaterialGraph graph)
{
m_AssetName = assetName;
m_Graph = graph;
m_ExposedIcon = Resources.Load("GraphView/Nodes/BlackboardFieldExposed") as Texture2D;
m_PropertyRows = new Dictionary<Guid, BlackboardRow>();

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Blackboard/BlackboardSection.cs


using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Experimental.UIElements.GraphView;
using UnityEngine;
using UnityEngine.Experimental.UIElements;

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Controls/ChannelMixerControl.cs


using System;
using System.Reflection;
using UnityEditor.Experimental.UIElements;
using UnityEngine.Experimental.UIElements.StyleSheets;
using UnityEditor.ShaderGraph;
namespace UnityEditor.ShaderGraph.Drawing.Controls
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Controls/ColorControl.cs


using UnityEditor.Experimental.UIElements;
using UnityEngine;
using UnityEngine.Experimental.UIElements;
using UnityEngine.Experimental.UIElements.StyleSheets;
using UnityEditor.ShaderGraph;
using Color = UnityEditor.ShaderGraph.ColorNode.Color;
namespace UnityEditor.ShaderGraph.Drawing.Controls

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Controls/CubemapControl.cs


using UnityEditor.Experimental.UIElements;
using UnityEngine;
using UnityEngine.Experimental.UIElements;
using UnityEngine.Experimental.UIElements.StyleSheets;
using UnityEditor.ShaderGraph;
namespace UnityEditor.ShaderGraph.Drawing.Controls
{

9
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Controls/SliderControl.cs


public class SliderControlView : VisualElement, INodeModificationListener
{
GUIContent m_Label;
AbstractMaterialNode m_Node;
PropertyInfo m_PropertyInfo;
bool m_DisplayMinMax;

VisualElement m_SliderPanel;
Slider m_Slider;
FloatField m_SliderInput;
FloatField m_MinField;
FloatField m_MaxField;
public SliderControlView(string label, bool displayMinMax, AbstractMaterialNode node, PropertyInfo propertyInfo)
{

if (propertyInfo.PropertyType != typeof(Vector3))
throw new ArgumentException("Property must be of type Vector3.", "propertyInfo");
m_Label = new GUIContent(label ?? ObjectNames.NicifyVariableName(propertyInfo.Name));
new GUIContent(label ?? ObjectNames.NicifyVariableName(propertyInfo.Name));
m_Value = (Vector3)m_PropertyInfo.GetValue(m_Node, null);
m_SliderPanel = new VisualElement { name = "SliderPanel" };

if(m_DisplayMinMax)
{
var fieldsPanel = new VisualElement { name = "FieldsPanel" };
m_MinField = AddField(fieldsPanel, "Min", 1, m_Value);
m_MaxField = AddField(fieldsPanel, "Max", 2, m_Value);
AddField(fieldsPanel, "Min", 1, m_Value);
AddField(fieldsPanel, "Max", 2, m_Value);
Add(fieldsPanel);
}
}

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Controls/TextureControl.cs


using UnityEditor.Experimental.UIElements;
using UnityEngine;
using UnityEngine.Experimental.UIElements;
using UnityEngine.Experimental.UIElements.StyleSheets;
using UnityEditor.ShaderGraph;
namespace UnityEditor.ShaderGraph.Drawing.Controls
{

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Controls/ToggleControl.cs


using System;
using System.Reflection;
using UnityEditor.Graphing;
using UnityEditor.Experimental.UIElements;
using UnityEngine.Experimental.UIElements.StyleSheets;
using UnityEditor.ShaderGraph;
namespace UnityEditor.ShaderGraph.Drawing.Controls
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Controls/VectorControl.cs


using UnityEditor.Experimental.UIElements;
using UnityEngine;
using UnityEngine.Experimental.UIElements;
using UnityEngine.Experimental.UIElements.StyleSheets;
using UnityEditor.ShaderGraph;
namespace UnityEditor.ShaderGraph.Drawing.Controls
{

43
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Inspector/MasterPreviewView.cs


using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;

using UnityEditor.Graphing;
using UnityEngine.Experimental.UIElements.StyleSheets;
using Object = UnityEngine.Object;
namespace UnityEditor.ShaderGraph.Drawing.Inspector

PreviewManager m_PreviewManager;
PreviewTextureView m_PreviewTextureView;
Image m_PreviewTextureView;
Vector2 m_PreviewScrollPosition;
ObjectField m_PreviewMeshPicker;

public MasterPreviewView(string assetName, PreviewManager previewManager, AbstractMaterialGraph graph)
{
this.clippingOptions = ClippingOptions.ClipAndCacheContents;
m_PreviewManager = previewManager;
m_PreviewRenderHandle.onPreviewChanged += OnPreviewChanged;
var topContainer = new VisualElement() { name = "top" };
{

var middleContainer = new VisualElement {name = "middle"};
{
m_PreviewTextureView = new PreviewTextureView { name = "preview", image = Texture2D.blackTexture };
m_PreviewTextureView.AddManipulator(new Draggable(OnMouseDragPreviewMesh, true));
m_PreviewTextureView.AddManipulator((IManipulator)Activator.CreateInstance(s_ContextualMenuManipulator, (Action<ContextualMenuPopulateEvent>)BuildContextualMenu));
middleContainer.Add(m_PreviewTextureView);
m_PreviewTextureView = CreatePreview(Texture2D.blackTexture);
m_PreviewRenderHandle.onPreviewChanged += OnPreviewChanged;
Image CreatePreview(Texture texture)
{
var image = new Image { name = "preview", image = StyleValue<Texture>.Create(m_PreviewRenderHandle.texture ?? texture) };
image.AddManipulator(new Draggable(OnMouseDragPreviewMesh, true));
image.AddManipulator((IManipulator)Activator.CreateInstance(s_ContextualMenuManipulator, (Action<ContextualMenuPopulateEvent>)BuildContextualMenu));
return image;
}
void BuildContextualMenu(ContextualMenuPopulateEvent evt)
{
foreach (var primitiveTypeName in Enum.GetNames(typeof(PrimitiveType)))

void OnPreviewChanged()
{
m_PreviewTextureView.image = m_PreviewRenderHandle.texture ?? Texture2D.blackTexture;
m_PreviewTextureView.image = StyleValue<Texture>.Create(m_PreviewRenderHandle.texture ?? Texture2D.blackTexture);
m_PreviewTextureView.Dirty(ChangeType.Repaint);
}

public void RefreshRenderTextureSize()
{
RenderTextureDescriptor descriptor = m_PreviewRenderHandle.renderTexture.descriptor;
var currentWidth = m_PreviewRenderHandle.texture != null ? m_PreviewRenderHandle.texture.width : -1;
var currentHeight = m_PreviewRenderHandle.texture != null ? m_PreviewRenderHandle.texture.height : -1;
if (Mathf.Approximately(descriptor.width, targetHeight) && Mathf.Approximately(descriptor.height, targetWidth))
{
if (Mathf.Approximately(currentWidth, targetHeight) && Mathf.Approximately(currentHeight, targetWidth))
}
descriptor.width = (int)m_PreviewTextureView.contentRect.width;
descriptor.height = (int)m_PreviewTextureView.contentRect.height;
m_PreviewRenderHandle.renderTexture.Release();
Object.DestroyImmediate(m_PreviewRenderHandle.renderTexture);
m_PreviewRenderHandle.renderTexture = new RenderTexture(descriptor) { hideFlags = HideFlags.HideAndDontSave };
DirtyMasterNode(ModificationScope.Node);
m_PreviewManager.ResizeMasterPreview(m_PreviewTextureView.contentRect.size);
}
public void UpdateRenderTextureOnNextLayoutChange()

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Manipulators/Draggable.cs


using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.UIElements;

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Manipulators/GraphDropTarget.cs


using System.Collections.Generic;
using System.Linq;
using UnityEditor.Experimental.UIElements.GraphView;
using UnityEditor.MemoryProfiler;
using UnityEngine;
using UnityEngine.Experimental.UIElements;
using Object = UnityEngine.Object;

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Manipulators/ResizeBorderFrame.cs


using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.UIElements;

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Manipulators/ResizeSideHandle.cs


using System;
using System.Collections.Generic;
using System.Xml;
using UnityEngine.EventSystems;
using UnityEngine.Experimental.UIElements;
namespace UnityEditor.ShaderGraph.Drawing

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Manipulators/Scrollable.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
using UnityEngine.Experimental.UIElements;
using System;

5
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Manipulators/WindowDraggable.cs


using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
using UnityEditor.Experimental.UIElements;
namespace UnityEditor.ShaderGraph.Drawing
{

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/MaterialGraphEditWindow.cs


using System.Linq;
using System.Text;
using UnityEditor.Experimental.UIElements;
using UnityEditor.Experimental.UIElements.GraphView;
using UnityEngine.Assertions;
using UnityEditor.ShaderGraph;
using Object = UnityEngine.Object;
using Edge = UnityEditor.Experimental.UIElements.GraphView.Edge;

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/MaterialGraphPreviewGenerator.cs


using System;
using System.Collections.Generic;
using UnityEditor.ShaderGraph;
using UnityEngine.Rendering;
using UnityEngine.SceneManagement;

18
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/PreviewManager.cs


Texture2D m_ErrorTexture;
Shader m_UberShader;
string m_OutputIdName;
Vector2? m_NewMasterPreviewSize;
public PreviewRenderData masterRenderData
{

{
renderTexture = new RenderTexture(400, 400, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave }
};
m_MasterRenderData.renderTexture.Create();
public void ResizeMasterPreview(Vector2 newSize)
{
m_NewMasterPreviewSize = newSize;
m_DirtyPreviews.Add(masterRenderData.shaderData.node.tempId.index);
}
public PreviewRenderData GetPreview(AbstractMaterialNode node)
{
return m_RenderDatas[node.tempId.index];

shaderData = shaderData,
renderTexture = new RenderTexture(200, 200, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave }
};
renderData.renderTexture.Create();
Set(m_Identifiers, node.tempId, node.tempId);
Set(m_RenderDatas, node.tempId, renderData);
m_DirtyShaders.Add(node.tempId.index);

var renderMasterPreview = masterRenderData.shaderData != null && m_DirtyPreviews.Contains(masterRenderData.shaderData.node.tempId.index);
if (renderMasterPreview)
{
if (m_NewMasterPreviewSize.HasValue)
{
if (masterRenderData.renderTexture != null)
Object.DestroyImmediate(masterRenderData.renderTexture, true);
masterRenderData.renderTexture = new RenderTexture((int)m_NewMasterPreviewSize.Value.x, (int)m_NewMasterPreviewSize.Value.y, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default) { hideFlags = HideFlags.HideAndDontSave };
masterRenderData.renderTexture.Create();
masterRenderData.texture = masterRenderData.renderTexture;
m_NewMasterPreviewSize = null;
}
var mesh = m_Graph.previewData.serializedMesh.mesh ? m_Graph.previewData.serializedMesh.mesh : m_SceneResources.sphere;
var previewTransform = Matrix4x4.Rotate(m_Graph.previewData.rotation);
var scale = m_Graph.previewData.scale;

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/SearchWindowProvider.cs


using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor.Experimental.UIElements;
using UnityEditor.Experimental.UIElements.GraphView;
using UnityEditor.Graphing;

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Views/GradientEdge.cs


using UnityEditor.Experimental.UIElements.GraphView;
using UnityEngine;
using UnityEngine.Experimental.UIElements.StyleSheets;
using UnityEditor.ShaderGraph;
namespace UnityEditor.ShaderGraph.Drawing
{

44
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Views/GraphEditorView.cs


{
public WindowDockingLayout previewLayout = new WindowDockingLayout();
public WindowDockingLayout blackboardLayout = new WindowDockingLayout();
[NonSerialized]
public WindowDockingLayout defaultPreviewLayout = new WindowDockingLayout();
[NonSerialized]
public WindowDockingLayout defaultBlackboardLayout = new WindowDockingLayout();
public Vector2 masterPreviewSize = new Vector2(400, 400);
}
public class GraphEditorView : VisualElement, IDisposable

EdgeConnectorListener m_EdgeConnectorListener;
BlackboardProvider m_BlackboardProvider;
string m_FloatingWindowsLayoutKey;
const string k_FloatingWindowsLayoutKey = "UnityEditor.ShaderGraph.FloatingWindowsLayout";
FloatingWindowsLayout m_FloatingWindowsLayout;
public Action saveRequested { get; set; }

AddStyleSheetPath("Styles/GraphEditorView");
m_EditorWindow = editorWindow;
previewManager = new PreviewManager(graph);
string serializedWindowLayout = EditorUserSettings.GetConfigValue(k_FloatingWindowsLayoutKey);
if (!string.IsNullOrEmpty(serializedWindowLayout))
{
m_FloatingWindowsLayout = JsonUtility.FromJson<FloatingWindowsLayout>(serializedWindowLayout);
if (m_FloatingWindowsLayout.masterPreviewSize.x > 0f && m_FloatingWindowsLayout.masterPreviewSize.y > 0f)
previewManager.ResizeMasterPreview(m_FloatingWindowsLayout.masterPreviewSize);
}
previewManager.RenderPreviews();
var toolbar = new IMGUIContainer(() =>
{

{
if (showInProjectRequested != null)
showInProjectRequested();
}
GUILayout.Space(6);
if (GUILayout.Button("Reset Layout", EditorStyles.toolbarButton))
{
m_MasterPreviewView.layout = m_FloatingWindowsLayout.defaultPreviewLayout.GetLayout(layout);
m_BlackboardProvider.blackboard.layout = m_FloatingWindowsLayout.defaultBlackboardLayout.GetLayout(layout);
m_MasterPreviewView.UpdateRenderTextureOnNextLayoutChange();
UpdateSerializedWindowLayout();
}
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();

{
UnregisterCallback<PostLayoutEvent>(ApplySerializewindowLayouts);
m_FloatingWindowsLayoutKey = "UnityEditor.ShaderGraph.FloatingWindowsLayout";
string serializedWindowLayout = EditorUserSettings.GetConfigValue(m_FloatingWindowsLayoutKey);
if (!String.IsNullOrEmpty(serializedWindowLayout))
if (m_FloatingWindowsLayout != null)
m_FloatingWindowsLayout = JsonUtility.FromJson<FloatingWindowsLayout>(serializedWindowLayout);
m_FloatingWindowsLayout.defaultPreviewLayout.CalculateDockingCornerAndOffset(m_MasterPreviewView.layout, layout);
m_FloatingWindowsLayout.defaultBlackboardLayout.CalculateDockingCornerAndOffset(m_BlackboardProvider.blackboard.layout, layout);
m_MasterPreviewView.UpdateRenderTextureOnNextLayoutChange();
previewManager.ResizeMasterPreview(m_FloatingWindowsLayout.masterPreviewSize);
m_FloatingWindowsLayout.defaultPreviewLayout.CalculateDockingCornerAndOffset(m_MasterPreviewView.layout, layout);
m_FloatingWindowsLayout.defaultBlackboardLayout.CalculateDockingCornerAndOffset(m_BlackboardProvider.blackboard.layout, layout);
if (m_FloatingWindowsLayout == null)
m_FloatingWindowsLayout = new FloatingWindowsLayout();
m_FloatingWindowsLayout.masterPreviewSize = m_MasterPreviewView.Q("preview").layout.size;
EditorUserSettings.SetConfigValue(m_FloatingWindowsLayoutKey, serializedWindowLayout);
EditorUserSettings.SetConfigValue(k_FloatingWindowsLayoutKey, serializedWindowLayout);
m_MasterPreviewView.RefreshRenderTextureSize();
}

3
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Views/MaterialGraphView.cs


using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor.ShaderGraph;
using MouseButton = UnityEngine.Experimental.UIElements.MouseButton;
namespace UnityEditor.ShaderGraph.Drawing
{

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Views/PortInputView.cs


using System;
using UnityEditor.Experimental.UIElements;
using UnityEditor.Graphing;
using UnityEngine;
using UnityEngine.Experimental.UIElements;
using UnityEngine.Experimental.UIElements.StyleSheets;

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Views/Slots/BooleanSlotControlView.cs


using System;
using UnityEditor.Experimental.UIElements;
using UnityEditor.Graphing;
using UnityEngine;
using UnityEngine.Experimental.UIElements;

1
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Views/Slots/CubemapSlotControlView.cs


using UnityEditor.Graphing;
using UnityEngine;
using UnityEngine.Experimental.UIElements;
using UnityEngine.Experimental.UIElements.StyleSheets;
using Object = UnityEngine.Object;
namespace UnityEditor.ShaderGraph.Drawing.Slots

4
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Drawing/Views/Slots/LabelSlotControlView.cs


using System;
using UnityEditor.Experimental.UIElements;
using UnityEditor.Graphing;
using UnityEngine.Experimental.UIElements.StyleSheets;
using Object = UnityEngine.Object;
namespace UnityEditor.ShaderGraph.Drawing.Slots
{

部分文件因为文件数量过多而无法显示

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