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106 行
3.3 KiB

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