using System.Collections.Generic; using UnityEditor.ShaderGraph.Drawing.Controls; using UnityEngine; using UnityEditor.Graphing; namespace UnityEditor.ShaderGraph { [Title("Input", "Texture", "Cubemap Asset")] public class CubemapAssetNode : AbstractMaterialNode, IPropertyFromNode { public const int OutputSlotId = 0; const string kOutputSlotName = "Out"; public CubemapAssetNode() { name = "Cubemap Asset"; UpdateNodeAfterDeserialization(); } public override string documentationURL { get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Cubemap-Asset-Node"; } } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new CubemapMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output)); RemoveSlotsNameNotMatching(new[] { OutputSlotId }); } [SerializeField] private SerializableCubemap m_Cubemap = new SerializableCubemap(); [CubemapControl("")] public Cubemap cubemap { get { return m_Cubemap.cubemap; } set { if (m_Cubemap.cubemap == value) return; m_Cubemap.cubemap = value; Dirty(ModificationScope.Node); } } public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode) { properties.AddShaderProperty(new CubemapShaderProperty() { overrideReferenceName = GetVariableNameForSlot(OutputSlotId), generatePropertyBlock = true, value = m_Cubemap, modifiable = false }); } public override void CollectPreviewMaterialProperties(List properties) { properties.Add(new PreviewProperty(PropertyType.Cubemap) { name = GetVariableNameForSlot(OutputSlotId), cubemapValue = cubemap }); } public IShaderProperty AsShaderProperty() { var prop = new CubemapShaderProperty { value = m_Cubemap }; if (cubemap != null) prop.displayName = cubemap.name; return prop; } public int outputSlotId { get { return OutputSlotId; } } } }