using System; using System.Collections.Generic; using System.Linq; using UnityEditor.Graphing; using UnityEngine; namespace UnityEditor.ShaderGraph { [Serializable] public abstract class MasterNode : AbstractMaterialNode, IMasterNode where T : class, ISubShader { [NonSerialized] List m_SubShaders = new List(); [SerializeField] List m_SerializableSubShaders = new List(); public override bool hasPreview { get { return true; } } public override bool allowedInSubGraph { get { return false; } } public override PreviewMode previewMode { get { return PreviewMode.Preview3D; } } public Type supportedSubshaderType { get { return typeof(T); } } public IEnumerable subShaders { get { return m_SubShaders; } } public void AddSubShader(T subshader) { if (m_SubShaders.Contains(subshader)) return; m_SubShaders.Add(subshader); Dirty(ModificationScope.Node); } public void RemoveSubShader(T subshader) { m_SubShaders.RemoveAll(x => x == subshader); Dirty(ModificationScope.Node); } public string GetShader(GenerationMode mode, string outputName, out List configuredTextures) { var activeNodeList = ListPool.Get(); NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this); var shaderProperties = new PropertyCollector(); var abstractMaterialGraph = owner as AbstractMaterialGraph; if (abstractMaterialGraph != null) abstractMaterialGraph.CollectShaderProperties(shaderProperties, mode); foreach (var activeNode in activeNodeList.OfType()) activeNode.CollectShaderProperties(shaderProperties, mode); var finalShader = new ShaderGenerator(); finalShader.AddShaderChunk(string.Format(@"Shader ""{0}""", outputName), false); finalShader.AddShaderChunk("{", false); finalShader.Indent(); finalShader.AddShaderChunk("Properties", false); finalShader.AddShaderChunk("{", false); finalShader.Indent(); finalShader.AddShaderChunk(shaderProperties.GetPropertiesBlock(2), false); finalShader.Deindent(); finalShader.AddShaderChunk("}", false); foreach (var subShader in m_SubShaders) finalShader.AddShaderChunk(subShader.GetSubshader(this, mode), true); finalShader.Deindent(); finalShader.AddShaderChunk("}", false); configuredTextures = shaderProperties.GetConfiguredTexutres(); return finalShader.GetShaderString(0); } public override void OnBeforeSerialize() { base.OnBeforeSerialize(); m_SerializableSubShaders = SerializationHelper.Serialize(m_SubShaders); } public override void OnAfterDeserialize() { base.OnAfterDeserialize(); m_SubShaders = SerializationHelper.Deserialize(m_SerializableSubShaders, GraphUtil.GetLegacyTypeRemapping()); m_SerializableSubShaders = null; } } }