using System; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing.Slots; using UnityEngine; using UnityEngine.Experimental.UIElements; namespace UnityEditor.ShaderGraph { [Serializable] public class BooleanMaterialSlot : MaterialSlot, IMaterialSlotHasValue { [SerializeField] private bool m_Value; [SerializeField] private bool m_DefaultValue; public BooleanMaterialSlot() {} public BooleanMaterialSlot( int slotId, string displayName, string shaderOutputName, SlotType slotType, bool value, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false) : base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden) { m_DefaultValue = value; m_Value = value; } public bool defaultValue { get { return m_DefaultValue; } } public bool value { get { return m_Value; } set { m_Value = value; } } protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision) { return (value ? 1 : 0).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 BooleanShaderProperty() { overrideReferenceName = matOwner.GetVariableNameForSlot(id), generatePropertyBlock = false, value = value }; properties.AddShaderProperty(property); } public override SlotValueType valueType { get { return SlotValueType.Boolean; } } public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Boolean; } } public override PreviewProperty GetPreviewProperty(string name) { var pp = new PreviewProperty(PropertyType.Boolean) { name = name, booleanValue = value }; return pp; } public override void CopyValuesFrom(MaterialSlot foundSlot) { var slot = foundSlot as BooleanMaterialSlot; if (slot != null) value = slot.value; } } }