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109 行
3.2 KiB

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UnityEditor.Graphs.Material
{
public class MaterialGraph : ScriptableObject, IGenerateGraphProperties
{
[SerializeField]
private MaterialProperties m_MaterialProperties;
[SerializeField]
private MaterialOptions m_MaterialOptions;
[SerializeField]
private PixelGraph m_PixelGraph;
[SerializeField]
private Shader m_Shader;
public MaterialProperties materialProperties { get { return m_MaterialProperties; } }
public MaterialOptions materialOptions { get { return m_MaterialOptions; } }
public BaseMaterialGraph currentGraph { get { return m_PixelGraph; } }
public void GenerateSharedProperties(PropertyGenerator shaderProperties, ShaderGenerator propertyUsages, GenerationMode generationMode)
{
m_MaterialProperties.GenerateSharedProperties (shaderProperties, propertyUsages, generationMode);
}
public IEnumerable<ShaderProperty> GetPropertiesForPropertyType (PropertyType propertyType)
{
return m_MaterialProperties.GetPropertiesForPropertyType(propertyType);
}
public void OnEnable ()
{
if (m_MaterialProperties == null)
{
m_MaterialProperties = CreateInstance<MaterialProperties>();
m_MaterialProperties.hideFlags = HideFlags.HideInHierarchy;
}
if (m_MaterialOptions == null)
{
m_MaterialOptions = CreateInstance<MaterialOptions> ();
m_MaterialOptions.Init ();
m_MaterialOptions.hideFlags = HideFlags.HideInHierarchy;
}
if (m_PixelGraph == null)
{
m_PixelGraph = CreateInstance<PixelGraph>();
m_PixelGraph.hideFlags = HideFlags.HideInHierarchy;
m_PixelGraph.name = name;
}
m_PixelGraph.owner = this;
}
public void OnDisable ()
{
// if (m_MaterialProperties != null)
// m_MaterialProperties.OnChangePreviewState -= OnChangePreviewState;
}
void OnChangePreviewState (object sender, EventArgs eventArgs)
{
m_PixelGraph.previewState = (PreviewState)sender;
}
public void UpdateShaderSource (string src, Dictionary<string, Texture> defaultTexutres)
{
UnityEditorInternal.InternalEditorUtility.UpdateShaderAsset (m_Shader, src);
EditorMaterialUtility.SetShaderDefaults (m_Shader, defaultTexutres.Keys.ToArray (), defaultTexutres.Values.ToArray ());
}
public void CreateSubAssets ()
{
AssetDatabase.AddObjectToAsset (m_MaterialProperties, this);
AssetDatabase.AddObjectToAsset (m_MaterialOptions, this);
AssetDatabase.AddObjectToAsset (m_PixelGraph, this);
if (m_Shader == null)
{
const string shaderSource = "Shader \"Graphs/Dummy\" {" +
"Properties { _Color (\"Main Color\", Color) = (1,1,1,0) }" +
"SubShader {" +
" Tags { \"Queue\" = \"Transparent\" }" +
" Pass {" +
" Blend One One ZWrite Off ColorMask RGB" +
" Material { Diffuse [_Color] Ambient [_Color] }" +
" Lighting On" +
" SetTexture [_Dummy] { combine primary double, primary }" +
" }" +
"}" +
"}";
m_Shader = UnityEditorInternal.InternalEditorUtility.CreateShaderAsset(shaderSource);
m_Shader.name = name;
m_Shader.hideFlags = HideFlags.HideInHierarchy;
}
AssetDatabase.AddObjectToAsset (m_Shader, this);
m_PixelGraph.AddMasterNodeToAsset ();
}
}
}