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using UnityEngine;
namespace UnityEditor.Graphs.Material
{
public class TextureProperty : ShaderProperty
{
[SerializeField] private Texture2D m_DefaultTexture;
[SerializeField] private TextureType m_DefaultTextureType;
public Texture2D defaultTexture
{
get { return m_DefaultTexture; }
set { m_DefaultTexture = value; }
}
public TextureType defaultTextureType
{
get { return m_DefaultTextureType; }
set { m_DefaultTextureType = value; }
}
public override object value
{
get { return m_DefaultTexture; }
set { m_DefaultTexture = value as Texture2D; }
}
public override void PropertyOnGUI(out bool nameChanged, out bool valuesChanged)
{
base.PropertyOnGUI(out nameChanged, out valuesChanged);
EditorGUI.BeginChangeCheck();
m_DefaultTexture = EditorGUILayout.ObjectField("Texture", m_DefaultTexture, typeof (Texture2D), false) as Texture2D;
valuesChanged |= EditorGUI.EndChangeCheck();
}
public override PropertyType propertyType
{
get { return PropertyType.Texture2D; }
}
public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)
{
visitor.AddShaderProperty(new TexturePropertyChunk(name, m_PropertyDescription, m_DefaultTexture,
m_DefaultTextureType, false));
}
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
{
visitor.AddShaderChunk("sampler2D " + name + ";", true);
visitor.AddShaderChunk("float4 " + name + "_ST;", true);
}
public override string GenerateDefaultValue()
{
return name;
}
}
}