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103 行
3.2 KiB

using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Matrix/Matrix 2")]
public class Matrix2Node : AbstractMaterialNode, IGeneratesBodyCode
{
private const int kOutputSlotId = 0;
private const string kOutputSlotName = "Value";
[SerializeField]
private Vector2[] m_Value = new Vector2[2];
public Vector2 this[int index]
{
get { return m_Value[index]; }
set
{
if (m_Value[index] == value)
return;
m_Value[index] = value;
if (onModified != null)
onModified(this, ModificationScope.Node);
}
}
public Matrix2Node()
{
name = "Matrix2";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Matrix2, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
}
public string propertyName
{
get
{
return string.Format("{0}_{1}_Uniform", name, GetVariableNameForNode());
}
}
public override string GetVariableNameForSlot(int slotId)
{
return propertyName;
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
//if (exposedState == ExposedState.Exposed || generationMode.IsPreview())
// return;
visitor.AddShaderChunk(precision + "2 " + propertyName + " = " + precision + "2x2 (" + m_Value[0].x + ", " + m_Value[0].y + ", " + m_Value[1].x + ", " + m_Value[1].y + ");", true);
}
[SerializeField]
private string m_Description = string.Empty;
public string description
{
get
{
return string.IsNullOrEmpty(m_Description) ? name : m_Description;
}
set { m_Description = value; }
}
// TODO - Remove Property entries everywhere?
// Matrix cant be a shader property
/*public override PropertyType propertyType
{
get { return PropertyType.Matrix2; }
}*/
/*public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)
{
if (exposedState == ExposedState.Exposed)
visitor.AddShaderProperty(new VectorPropertyChunk(propertyName, description, m_Value, PropertyChunk.HideState.Visible));
}*/
/*public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
{
if (exposedState == ExposedState.Exposed || generationMode.IsPreview())
visitor.AddShaderChunk(precision + "2 " + propertyName + ";", true);
}*/
/*public override PreviewProperty GetPreviewProperty()
{
return new PreviewProperty
{
m_Name = propertyName,
m_PropType = PropertyType.Vector2,
m_Vector4 = m_Value
};
}*/
}
}