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100 行
3.4 KiB
100 行
3.4 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 Vector4MaterialSlot : MaterialSlot, IMaterialSlotHasValue<Vector4>
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{
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[SerializeField]
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private Vector4 m_Value;
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[SerializeField]
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private Vector4 m_DefaultValue = Vector4.zero;
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string[] m_Labels;
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public Vector4MaterialSlot()
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{
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m_Labels = new[] { "X", "Y", "Z", "W" };
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}
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public Vector4MaterialSlot(
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int slotId,
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string displayName,
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string shaderOutputName,
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SlotType slotType,
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Vector4 value,
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ShaderStageCapability stageCapability = ShaderStageCapability.All,
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string label1 = "X",
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string label2 = "Y",
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string label3 = "Z",
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string label4 = "W",
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bool hidden = false)
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: base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden)
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{
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m_Value = value;
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m_Labels = new[] { label1, label2, label3, label4 };
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}
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public Vector4 defaultValue { get { return m_DefaultValue; } }
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public Vector4 value
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{
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get { return m_Value; }
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set { m_Value = value; }
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}
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public override VisualElement InstantiateControl()
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{
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return new MultiFloatSlotControlView(owner, m_Labels, () => value, (newValue) => value = newValue);
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}
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protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
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{
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return precision + "4 (" + NodeUtils.FloatToShaderValue(value.x) + "," + NodeUtils.FloatToShaderValue(value.y) + "," + NodeUtils.FloatToShaderValue(value.z) + "," + NodeUtils.FloatToShaderValue(value.w) + ")";
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}
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public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
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{
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if (!generationMode.IsPreview())
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return;
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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 property = new Vector4ShaderProperty()
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{
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overrideReferenceName = matOwner.GetVariableNameForSlot(id),
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generatePropertyBlock = false,
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value = value
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};
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properties.AddShaderProperty(property);
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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.Vector4)
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{
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name = name,
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vector4Value = new Vector4(value.x, value.y, value.z, value.w),
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};
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properties.Add(pp);
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}
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public override SlotValueType valueType { get { return SlotValueType.Vector4; } }
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public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector4; } }
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public override void CopyValuesFrom(MaterialSlot foundSlot)
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{
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var slot = foundSlot as Vector4MaterialSlot;
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if (slot != null)
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value = slot.value;
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}
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}
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}
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