using System; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing.Slots; using UnityEngine; using UnityEngine.Experimental.UIElements; namespace UnityEditor.ShaderGraph { [Serializable] public class Matrix2MaterialSlot : MaterialSlot, IMaterialSlotHasValue { [SerializeField] private Matrix4x4 m_Value = Matrix4x4.identity; [SerializeField] private Matrix4x4 m_DefaultValue = Matrix4x4.identity; public Matrix2MaterialSlot() { } public Matrix2MaterialSlot( int slotId, string displayName, string shaderOutputName, SlotType slotType, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false) : base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden) { } public override VisualElement InstantiateControl() { return new LabelSlotControlView("Identity"); } public Matrix4x4 defaultValue { get { return m_DefaultValue; } } public Matrix4x4 value { get { return m_Value; } set { m_Value = value; } } protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision) { return precision + "2x2 (1,0,0,1)"; } public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode) { if (!generationMode.IsPreview()) return; var matOwner = owner as AbstractMaterialNode; if (matOwner == null) throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode))); var property = new Matrix2ShaderProperty() { overrideReferenceName = matOwner.GetVariableNameForSlot(id), generatePropertyBlock = false, value = value }; properties.AddShaderProperty(property); } public override PreviewProperty GetPreviewProperty(string name) { var pp = new PreviewProperty(PropertyType.Matrix2) { name = name, vector4Value = new Vector4(value.GetRow(0).x, value.GetRow(0).y, 0, 0) }; return pp; } public override SlotValueType valueType { get { return SlotValueType.Matrix2; } } public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Matrix2; } } public override void CopyValuesFrom(MaterialSlot foundSlot) { var slot = foundSlot as Matrix2MaterialSlot; if (slot != null) value = slot.value; } } }