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207 行
7.7 KiB
207 行
7.7 KiB
using System;
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using System.Linq;
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using UnityEngine;
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using UnityEditor.Graphing;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Input", "Property")]
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public class PropertyNode : AbstractMaterialNode, IGeneratesBodyCode, IOnAssetEnabled
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{
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private Guid m_PropertyGuid;
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[SerializeField]
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private string m_PropertyGuidSerialized;
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public const int OutputSlotId = 0;
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public PropertyNode()
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{
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name = "Property";
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UpdateNodeAfterDeserialization();
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}
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public override string documentationURL
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{
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get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Property-Node"; }
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}
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private void UpdateNode()
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{
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var graph = owner as AbstractMaterialGraph;
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var property = graph.properties.FirstOrDefault(x => x.guid == propertyGuid);
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if (property == null)
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return;
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if (property is Vector1ShaderProperty)
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{
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AddSlot(new Vector1MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, 0));
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RemoveSlotsNameNotMatching(new[] {OutputSlotId});
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}
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else if (property is Vector2ShaderProperty)
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{
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AddSlot(new Vector2MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, Vector4.zero));
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RemoveSlotsNameNotMatching(new[] {OutputSlotId});
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}
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else if (property is Vector3ShaderProperty)
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{
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AddSlot(new Vector3MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, Vector4.zero));
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RemoveSlotsNameNotMatching(new[] {OutputSlotId});
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}
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else if (property is Vector4ShaderProperty)
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{
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AddSlot(new Vector4MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, Vector4.zero));
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RemoveSlotsNameNotMatching(new[] {OutputSlotId});
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}
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else if (property is ColorShaderProperty)
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{
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AddSlot(new Vector4MaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, Vector4.zero));
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RemoveSlotsNameNotMatching(new[] {OutputSlotId});
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}
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else if (property is TextureShaderProperty)
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{
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AddSlot(new Texture2DMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
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RemoveSlotsNameNotMatching(new[] {OutputSlotId});
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}
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else if (property is Texture2DArrayShaderProperty)
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{
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AddSlot(new Texture2DArrayMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
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RemoveSlotsNameNotMatching(new[] {OutputSlotId});
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}
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else if (property is Texture3DShaderProperty)
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{
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AddSlot(new Texture3DMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
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RemoveSlotsNameNotMatching(new[] {OutputSlotId});
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}
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else if (property is CubemapShaderProperty)
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{
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AddSlot(new CubemapMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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}
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else if (property is BooleanShaderProperty)
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{
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AddSlot(new BooleanMaterialSlot(OutputSlotId, property.displayName, "Out", SlotType.Output, false));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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}
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}
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public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
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{
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var graph = owner as AbstractMaterialGraph;
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var property = graph.properties.FirstOrDefault(x => x.guid == propertyGuid);
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if (property == null)
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return;
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if (property is Vector1ShaderProperty)
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{
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var result = string.Format("{0} {1} = {2};"
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, precision
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, GetVariableNameForSlot(OutputSlotId)
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, property.referenceName);
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visitor.AddShaderChunk(result, true);
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}
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else if (property is Vector2ShaderProperty)
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{
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var result = string.Format("{0}2 {1} = {2};"
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, precision
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, GetVariableNameForSlot(OutputSlotId)
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, property.referenceName);
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visitor.AddShaderChunk(result, true);
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}
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else if (property is Vector3ShaderProperty)
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{
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var result = string.Format("{0}3 {1} = {2};"
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, precision
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, GetVariableNameForSlot(OutputSlotId)
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, property.referenceName);
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visitor.AddShaderChunk(result, true);
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}
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else if (property is Vector4ShaderProperty)
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{
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var result = string.Format("{0}4 {1} = {2};"
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, precision
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, GetVariableNameForSlot(OutputSlotId)
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, property.referenceName);
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visitor.AddShaderChunk(result, true);
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}
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else if (property is ColorShaderProperty)
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{
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var result = string.Format("{0}4 {1} = {2};"
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, precision
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, GetVariableNameForSlot(OutputSlotId)
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, property.referenceName);
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visitor.AddShaderChunk(result, true);
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}
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else if (property is BooleanShaderProperty)
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{
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var result = string.Format("{0} {1} = {2};"
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, precision
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, GetVariableNameForSlot(OutputSlotId)
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, property.referenceName);
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visitor.AddShaderChunk(result, true);
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}
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}
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public Guid propertyGuid
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{
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get { return m_PropertyGuid; }
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set
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{
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if (m_PropertyGuid == value)
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return;
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var graph = owner as AbstractMaterialGraph;
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var property = graph.properties.FirstOrDefault(x => x.guid == value);
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if (property == null)
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return;
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m_PropertyGuid = value;
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UpdateNode();
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Dirty(ModificationScope.Topological);
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}
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}
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public override string GetVariableNameForSlot(int slotId)
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{
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var graph = owner as AbstractMaterialGraph;
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var property = graph.properties.FirstOrDefault(x => x.guid == propertyGuid);
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if (!(property is TextureShaderProperty) &&
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!(property is Texture2DArrayShaderProperty) &&
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!(property is Texture3DShaderProperty) &&
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!(property is CubemapShaderProperty))
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return base.GetVariableNameForSlot(slotId);
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return property.referenceName;
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}
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protected override bool CalculateNodeHasError()
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{
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var graph = owner as AbstractMaterialGraph;
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if (!graph.properties.Any(x => x.guid == propertyGuid))
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return true;
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return false;
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}
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public override void OnBeforeSerialize()
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{
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base.OnBeforeSerialize();
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m_PropertyGuidSerialized = m_PropertyGuid.ToString();
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}
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public override void OnAfterDeserialize()
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{
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base.OnAfterDeserialize();
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if (!string.IsNullOrEmpty(m_PropertyGuidSerialized))
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m_PropertyGuid = new Guid(m_PropertyGuidSerialized);
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}
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public void OnEnable()
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{
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UpdateNode();
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}
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}
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}
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