using System; using System.Text; using UnityEditor.Graphing; using UnityEngine; namespace UnityEditor.ShaderGraph { [Serializable] public class CubemapShaderProperty : AbstractShaderProperty { [SerializeField] private bool m_Modifiable = true; public CubemapShaderProperty() { value = new SerializableCubemap(); displayName = "Cubemap"; } public override PropertyType propertyType { get { return PropertyType.Cubemap; } } public bool modifiable { get { return m_Modifiable; } set { m_Modifiable = value; } } public override Vector4 defaultValue { get { return new Vector4(); } } public override string GetPropertyBlockString() { var result = new StringBuilder(); if (!m_Modifiable) { result.Append("[NonModifiableTextureData] "); } result.Append("[NoScaleOffset] "); result.Append(referenceName); result.Append("(\""); result.Append(displayName); result.Append("\", CUBE) = \"\" {}"); return result.ToString(); } public override string GetPropertyDeclarationString(string delimiter = ";") { return string.Format("TEXTURECUBE({0}){1} SAMPLER(sampler{0}){1}", referenceName, delimiter); } public override string GetPropertyAsArgumentString() { return string.Format("TEXTURECUBE_ARGS({0}, sampler{0})", referenceName); } public override PreviewProperty GetPreviewMaterialProperty() { return new PreviewProperty(PropertyType.Cubemap) { name = referenceName, cubemapValue = value.cubemap }; } public override INode ToConcreteNode() { return new CubemapAssetNode { cubemap = value.cubemap }; } } }