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106 行
3.3 KiB
106 行
3.3 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace UnityEditor.Graphs.Material
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{
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class PixelGraph : BaseMaterialGraph, IGenerateGraphProperties
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{
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[SerializeField]
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private PixelShaderNode m_MasterNode;
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public PreviewState previewState { get; set; }
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public override BaseMaterialNode masterNode
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{
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get { return m_MasterNode; }
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}
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new void OnEnable ()
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{
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base.OnEnable ();
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if (m_MasterNode == null)
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{
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m_MasterNode = CreateInstance<PixelShaderNode> ();
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m_MasterNode.hideFlags = HideFlags.HideInHierarchy;
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m_MasterNode.Init ();
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m_MasterNode.position = new Rect(700, m_MasterNode.position.y, m_MasterNode.position.width, m_MasterNode.position.height);
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AddMasterNodeNoAddToAsset (m_MasterNode);
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}
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}
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private IEnumerable<BaseMaterialNode> m_ActiveNodes;
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public IEnumerable<BaseMaterialNode> activeNodes
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{
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get
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{
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if (m_ActiveNodes == null)
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m_ActiveNodes = m_MasterNode.CollectChildNodesByExecutionOrder();
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return m_ActiveNodes;
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}
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}
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public void GenerateSharedProperties (PropertyGenerator shaderProperties, ShaderGenerator propertyUsages, GenerationMode generationMode)
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{
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owner.GenerateSharedProperties (shaderProperties, propertyUsages, generationMode);
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}
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public IEnumerable<ShaderProperty> GetPropertiesForPropertyType (PropertyType propertyType)
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{
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return owner.GetPropertiesForPropertyType(propertyType);
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}
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public MaterialGraph owner { get; set; }
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public void GenerateSurfaceShader(
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ShaderGenerator shaderBody,
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ShaderGenerator inputStruct,
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ShaderGenerator lightFunction,
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ShaderGenerator nodeFunction,
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PropertyGenerator shaderProperties,
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ShaderGenerator propertyUsages,
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ShaderGenerator vertexShader)
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{
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m_MasterNode.GenerateLightFunction(lightFunction);
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owner.materialProperties.GenerateSharedProperties(shaderProperties, propertyUsages, GenerationMode.SurfaceShader);
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foreach (var node in activeNodes)
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{
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if (node is IGeneratesFunction) (node as IGeneratesFunction).GenerateNodeFunction(nodeFunction, GenerationMode.SurfaceShader);
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if (node is IGeneratesVertexToFragmentBlock) (node as IGeneratesVertexToFragmentBlock).GenerateVertexToFragmentBlock(inputStruct, GenerationMode.SurfaceShader);
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if (node is IGeneratesVertexShaderBlock) (node as IGeneratesVertexShaderBlock).GenerateVertexShaderBlock(vertexShader, GenerationMode.SurfaceShader);
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if (node is IGenerateProperties)
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{
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(node as IGenerateProperties).GeneratePropertyBlock(shaderProperties, GenerationMode.SurfaceShader);
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(node as IGenerateProperties).GeneratePropertyUsages(propertyUsages, GenerationMode.SurfaceShader);
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}
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}
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m_MasterNode.GenerateNodeCode(shaderBody, GenerationMode.SurfaceShader);
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if (m_MasterNode.IsSpecularConnected())
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shaderProperties.AddShaderProperty(new ColorPropertyChunk("_SpecColor", "Specular Color", Color.grey, false));
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}
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public void AddMasterNodeToAsset ()
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{
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AssetDatabase.AddObjectToAsset (m_MasterNode, this);
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}
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public override void RemoveEdge (Edge e)
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{
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base.RemoveEdge(e);
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m_ActiveNodes = m_MasterNode.CollectChildNodesByExecutionOrder();
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}
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public override Edge Connect (Slot fromSlot, Slot toSlot)
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{
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var ret = base.Connect(fromSlot, toSlot);
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m_ActiveNodes = m_MasterNode.CollectChildNodesByExecutionOrder();
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return ret;
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}
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}
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}
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