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91 行
2.9 KiB

using System;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Slots;
using UnityEngine;
using UnityEngine.Experimental.UIElements;
namespace UnityEditor.ShaderGraph
{
[Serializable]
public class Vector4MaterialSlot : MaterialSlot, IMaterialSlotHasValue<Vector4>
{
[SerializeField]
private Vector4 m_Value;
[SerializeField]
private Vector4 m_DefaultValue;
public Vector4MaterialSlot()
{
}
public Vector4MaterialSlot(
int slotId,
string displayName,
string shaderOutputName,
SlotType slotType,
Vector4 value,
ShaderStage shaderStage = ShaderStage.Dynamic,
bool hidden = false)
: base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden)
{
m_Value = value;
}
public Vector4 defaultValue { get { return m_DefaultValue; } }
public Vector4 value
{
get { return m_Value; }
set { m_Value = value; }
}
public override VisualElement InstantiateControl()
{
return new MultiFloatSlotControlView(owner, 4, () => value, (newValue) => value = newValue);
}
protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
{
return precision + "4 (" + value.x + "," + value.y + "," + value.z + "," + value.w + ")";
}
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 Vector4ShaderProperty()
{
overrideReferenceName = matOwner.GetVariableNameForSlot(id),
generatePropertyBlock = false,
value = value
};
properties.AddShaderProperty(property);
}
public override PreviewProperty GetPreviewProperty(string name)
{
var pp = new PreviewProperty(PropertyType.Vector4)
{
name = name,
vector4Value = new Vector4(value.x, value.y, value.z, value.w),
};
return pp;
}
public override SlotValueType valueType { get { return SlotValueType.Vector4; } }
public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector4; } }
public override void CopyValuesFrom(MaterialSlot foundSlot)
{
var slot = foundSlot as Vector4MaterialSlot;
if (slot != null)
value = slot.value;
}
}
}