using System; using System.Collections.Generic; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing.Slots; using UnityEngine; using UnityEngine.Experimental.UIElements; namespace UnityEditor.ShaderGraph { public class ColorRGBMaterialSlot : Vector3MaterialSlot { public ColorRGBMaterialSlot() {} public ColorRGBMaterialSlot( int slotId, string displayName, string shaderOutputName, SlotType slotType, Color value, ShaderStageCapability stageCapability = ShaderStageCapability.All, bool hidden = false) : base(slotId, displayName, shaderOutputName, slotType, (Vector4)value, stageCapability, hidden: hidden) { } public override VisualElement InstantiateControl() { return new ColorRGBSlotControlView(this); } protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision) { return string.Format("IsGammaSpace() ? {0}3({1}, {2}, {3}) : SRGBToLinear({0}3({1}, {2}, {3}))" , precision , NodeUtils.FloatToShaderValue(value.x) , NodeUtils.FloatToShaderValue(value.y) , NodeUtils.FloatToShaderValue(value.z)); } 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 ColorShaderProperty() { overrideReferenceName = matOwner.GetVariableNameForSlot(id), generatePropertyBlock = false, value = new Color(value.x, value.y, value.z) }; properties.AddShaderProperty(property); } public override void GetPreviewProperties(List properties, string name) { var pp = new PreviewProperty(PropertyType.Color) { name = name, colorValue = new Color(value.x, value.y, value.z, 1), }; properties.Add(pp); } } }