using System; using System.Collections.Generic; using System.Linq; #if UNITY_EDITOR using UnityEditor; #endif using UnityEngine.Graphing; namespace UnityEngine.MaterialGraph { [Title("Input/Texture/Texture Asset")] public class TextureAssetNode : PropertyNode { protected const string kOutputSlotRGBAName = "Texture"; public const int OutputSlotRgbaId = 0; [SerializeField] private string m_SerializedTexture; [SerializeField] private TextureType m_TextureType; [Serializable] private class TextureHelper { public Texture texture; } public override bool hasPreview { get { return false; } } #if UNITY_EDITOR public Texture defaultTexture { get { if (string.IsNullOrEmpty(m_SerializedTexture)) return null; var tex = new TextureHelper(); EditorJsonUtility.FromJsonOverwrite(m_SerializedTexture, tex); return tex.texture; } set { if (defaultTexture == value) return; var tex = new TextureHelper(); tex.texture = value; m_SerializedTexture = EditorJsonUtility.ToJson(tex, true); if (onModified != null) { onModified(this, ModificationScope.Node); } } } #else public Texture defaultTexture {get; set; } #endif public TextureType textureType { get { return m_TextureType; } set { if (m_TextureType == value) return; m_TextureType = value; if (onModified != null) { onModified(this, ModificationScope.Graph); } } } public TextureAssetNode() { name = "TextureAsset"; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new MaterialSlot(OutputSlotRgbaId, kOutputSlotRGBAName, kOutputSlotRGBAName, SlotType.Output, SlotValueType.sampler2D, Vector4.zero, false)); RemoveSlotsNameNotMatching(validSlots); } protected int[] validSlots { get { return new[] { OutputSlotRgbaId }; } } public override void CollectPreviewMaterialProperties(List properties) { properties.Add(GetPreviewProperty()); } // Properties public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode) { visitor.AddShaderProperty( new TexturePropertyChunk( propertyName, description, defaultTexture, m_TextureType, PropertyChunk.HideState.Visible, exposedState == ExposedState.Exposed ? TexturePropertyChunk.ModifiableState.Modifiable : TexturePropertyChunk.ModifiableState.NonModifiable)); } public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode) { visitor.AddShaderChunk("sampler2D " + propertyName + ";", true); } public override PreviewProperty GetPreviewProperty() { return new PreviewProperty { m_Name = propertyName, m_PropType = PropertyType.Texture, m_Texture = defaultTexture }; } public override PropertyType propertyType { get { return PropertyType.Texture; } } } }