using System; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing.Slots; using UnityEngine; using UnityEngine.Experimental.UIElements; namespace UnityEditor.ShaderGraph { [Serializable] public class Vector1MaterialSlot : MaterialSlot, IMaterialSlotHasVaule { [SerializeField] private float m_Value; [SerializeField] private float m_DefaultValue; public Vector1MaterialSlot() {} public Vector1MaterialSlot( int slotId, string displayName, string shaderOutputName, SlotType slotType, float value, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false) :base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden) { m_DefaultValue = value; m_Value = value; } public float defaultValue { get { return m_DefaultValue; } } public float value { get { return m_Value; } set { m_Value = value; } } public override VisualElement InstantiateControl() { return new MultiFloatSlotControlView(owner, 1, () => new Vector4(value, 0f, 0f, 0f), (newValue) => value = newValue.x); } protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision) { return value.ToString(); } 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 FloatShaderProperty() { overrideReferenceName = matOwner.GetVariableNameForSlot(id), generatePropertyBlock = false, value = value }; properties.AddShaderProperty(property); } public override SlotValueType valueType { get { return SlotValueType.Vector1; } } public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector1; } } public override PreviewProperty GetPreviewProperty(string name) { var pp = new PreviewProperty { m_Name = name, m_PropType = ConvertConcreteSlotValueTypeToPropertyType(concreteValueType), m_Vector4 = new Vector4(value, value, value, value), m_Float = value, m_Color = new Vector4(value, value, value, value), }; return pp; } public override void CopyValuesFrom(MaterialSlot foundSlot) { var slot = foundSlot as Vector1MaterialSlot; if (slot != null) value = slot.value; } } }