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92 行
2.7 KiB

using System.Collections.Generic;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Basic", "Vector 3")]
public class Vector3Node : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
[SerializeField]
private Vector3 m_Value;
public const int OutputSlotId = 0;
private const string kOutputSlotName = "Out";
public Vector3Node()
{
name = "Vector 3";
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector3MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
}
[MultiFloatControl("")]
public Vector3 value
{
get { return m_Value; }
set
{
if (m_Value == value)
return;
m_Value = value;
Dirty(ModificationScope.Node);
}
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
properties.AddShaderProperty(new Vector3ShaderProperty()
{
overrideReferenceName = GetVariableNameForNode(),
generatePropertyBlock = false,
value = value
});
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
if (generationMode.IsPreview())
return;
var s = string.Format("{0}3 {1} = {0}3({2},{3},{4});",
precision,
GetVariableNameForNode(),
NodeUtils.FloatToShaderValue(m_Value.x),
NodeUtils.FloatToShaderValue(m_Value.y),
NodeUtils.FloatToShaderValue(m_Value.z));
visitor.AddShaderChunk(s, true);
}
public override string GetVariableNameForSlot(int slotId)
{
return GetVariableNameForNode();
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
properties.Add(new PreviewProperty(PropertyType.Vector3)
{
name = GetVariableNameForNode(),
vector4Value = m_Value
});
}
public IShaderProperty AsShaderProperty()
{
return new Vector3ShaderProperty { value = value };
}
public int outputSlotId { get { return OutputSlotId; } }
}
}