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79 行
2.7 KiB
79 行
2.7 KiB
using System;
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using System.Collections.Generic;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Slots;
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using UnityEngine;
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using UnityEngine.Experimental.UIElements;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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public class Texture2DInputMaterialSlot : Texture2DMaterialSlot
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{
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[SerializeField]
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private SerializableTexture m_Texture = new SerializableTexture();
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public Texture texture
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{
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get { return m_Texture.texture; }
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set { m_Texture.texture = value; }
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}
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public Texture2DInputMaterialSlot()
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{}
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public Texture2DInputMaterialSlot(
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int slotId,
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string displayName,
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string shaderOutputName,
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ShaderStageCapability stageCapability = ShaderStageCapability.All,
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bool hidden = false)
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: base(slotId, displayName, shaderOutputName, SlotType.Input, stageCapability, hidden)
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{}
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public override VisualElement InstantiateControl()
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{
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return new TextureSlotControlView(this);
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}
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public override string GetDefaultValue(GenerationMode generationMode)
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{
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var matOwner = owner as AbstractMaterialNode;
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if (matOwner == null)
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throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
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return matOwner.GetVariableNameForSlot(id);
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}
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public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
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{
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var matOwner = owner as AbstractMaterialNode;
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if (matOwner == null)
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throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
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var prop = new TextureShaderProperty();
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prop.overrideReferenceName = matOwner.GetVariableNameForSlot(id);
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prop.modifiable = false;
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prop.generatePropertyBlock = true;
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prop.value.texture = texture;
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properties.AddShaderProperty(prop);
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}
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public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
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{
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var pp = new PreviewProperty(PropertyType.Texture2D)
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{
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name = name,
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textureValue = texture,
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};
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properties.Add(pp);
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}
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public override void CopyValuesFrom(MaterialSlot foundSlot)
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{
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var slot = foundSlot as Texture2DInputMaterialSlot;
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if (slot != null)
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m_Texture = slot.m_Texture;
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}
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}
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}
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