您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
230 行
9.6 KiB
230 行
9.6 KiB
using System;
|
|
using UnityEngine;
|
|
using UnityEditor.Graphing;
|
|
using UnityEngine.Experimental.UIElements;
|
|
|
|
namespace UnityEditor.ShaderGraph
|
|
{
|
|
[Serializable]
|
|
public abstract class MaterialSlot : SerializableSlot
|
|
{
|
|
[SerializeField]
|
|
string m_ShaderOutputName;
|
|
|
|
[SerializeField]
|
|
ShaderStage m_ShaderStage;
|
|
|
|
private bool m_HasError;
|
|
|
|
protected MaterialSlot() { }
|
|
|
|
protected MaterialSlot(int slotId, string displayName, string shaderOutputName, SlotType slotType, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false)
|
|
: base(slotId, displayName, slotType, hidden)
|
|
{
|
|
m_ShaderOutputName = shaderOutputName;
|
|
this.shaderStage = shaderStage;
|
|
}
|
|
|
|
public virtual VisualElement InstantiateControl()
|
|
{
|
|
return null;
|
|
}
|
|
|
|
static string ConcreteSlotValueTypeAsString(ConcreteSlotValueType type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case ConcreteSlotValueType.Vector1:
|
|
return "(1)";
|
|
case ConcreteSlotValueType.Vector2:
|
|
return "(2)";
|
|
case ConcreteSlotValueType.Vector3:
|
|
return "(3)";
|
|
case ConcreteSlotValueType.Vector4:
|
|
return "(4)";
|
|
case ConcreteSlotValueType.Matrix2:
|
|
return "(2x2)";
|
|
case ConcreteSlotValueType.Matrix3:
|
|
return "(3x3)";
|
|
case ConcreteSlotValueType.Matrix4:
|
|
return "(4x4)";
|
|
case ConcreteSlotValueType.SamplerState:
|
|
return "(SS)";
|
|
case ConcreteSlotValueType.Texture2D:
|
|
return "(T)";
|
|
default:
|
|
return "(E)";
|
|
}
|
|
}
|
|
|
|
public override string displayName
|
|
{
|
|
get { return base.displayName + ConcreteSlotValueTypeAsString(concreteValueType); }
|
|
set { base.displayName = value; }
|
|
}
|
|
|
|
public string RawDisplayName()
|
|
{
|
|
return base.displayName;
|
|
}
|
|
|
|
public static MaterialSlot CreateMaterialSlot(SlotValueType type, int slotId, string displayName, string shaderOutputName, SlotType slotType, Vector4 defaultValue, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false)
|
|
{
|
|
switch (type)
|
|
{
|
|
case SlotValueType.SamplerState:
|
|
return new SamplerStateMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
|
|
case SlotValueType.Matrix4:
|
|
return new Matrix4MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
|
|
case SlotValueType.Matrix3:
|
|
return new Matrix3MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
|
|
case SlotValueType.Matrix2:
|
|
return new Matrix2MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
|
|
case SlotValueType.Texture2D:
|
|
return slotType == SlotType.Input
|
|
? new Texture2DInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStage, hidden)
|
|
: new Texture2DMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
|
|
case SlotValueType.Dynamic:
|
|
return new DynamicVectorMaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStage, hidden);
|
|
case SlotValueType.Vector4:
|
|
return new Vector4MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStage, hidden);
|
|
case SlotValueType.Vector3:
|
|
return new Vector3MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStage, hidden);
|
|
case SlotValueType.Vector2:
|
|
return new Vector2MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStage, hidden);
|
|
case SlotValueType.Vector1:
|
|
return new Vector1MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue.x, shaderStage, hidden);
|
|
}
|
|
|
|
throw new ArgumentOutOfRangeException("type", type, null);
|
|
}
|
|
|
|
public abstract SlotValueType valueType { get; }
|
|
|
|
public abstract ConcreteSlotValueType concreteValueType { get; }
|
|
|
|
public string shaderOutputName
|
|
{
|
|
get { return m_ShaderOutputName; }
|
|
private set { m_ShaderOutputName = value; }
|
|
}
|
|
|
|
public ShaderStage shaderStage
|
|
{
|
|
get { return m_ShaderStage; }
|
|
set { m_ShaderStage = value; }
|
|
}
|
|
|
|
public bool hasError
|
|
{
|
|
get { return m_HasError; }
|
|
set { m_HasError = value; }
|
|
}
|
|
|
|
bool IsCompatibleWithInputSlotType(SlotValueType inputType)
|
|
{
|
|
switch (valueType)
|
|
{
|
|
case SlotValueType.SamplerState:
|
|
return inputType == SlotValueType.SamplerState;
|
|
case SlotValueType.Matrix4:
|
|
return inputType == SlotValueType.Matrix4
|
|
|| inputType == SlotValueType.Matrix3
|
|
|| inputType == SlotValueType.Matrix2;
|
|
case SlotValueType.Matrix3:
|
|
return inputType == SlotValueType.Matrix3
|
|
|| inputType == SlotValueType.Matrix2;
|
|
case SlotValueType.Matrix2:
|
|
return inputType == SlotValueType.Matrix2;
|
|
case SlotValueType.Texture2D:
|
|
return inputType == SlotValueType.Texture2D;
|
|
case SlotValueType.Dynamic:
|
|
case SlotValueType.Vector4:
|
|
return inputType == SlotValueType.Vector4
|
|
|| inputType == SlotValueType.Vector3
|
|
|| inputType == SlotValueType.Vector2
|
|
|| inputType == SlotValueType.Vector1
|
|
|| inputType == SlotValueType.Dynamic;
|
|
case SlotValueType.Vector3:
|
|
return inputType == SlotValueType.Vector3
|
|
|| inputType == SlotValueType.Vector2
|
|
|| inputType == SlotValueType.Vector1
|
|
|| inputType == SlotValueType.Dynamic;
|
|
case SlotValueType.Vector2:
|
|
return inputType == SlotValueType.Vector2
|
|
|| inputType == SlotValueType.Vector1
|
|
|| inputType == SlotValueType.Dynamic;
|
|
case SlotValueType.Vector1:
|
|
return inputType == SlotValueType.Vector4
|
|
|| inputType == SlotValueType.Vector3
|
|
|| inputType == SlotValueType.Vector2
|
|
|| inputType == SlotValueType.Vector1
|
|
|| inputType == SlotValueType.Dynamic;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool IsCompatibleWith(MaterialSlot otherSlot)
|
|
{
|
|
return otherSlot != null
|
|
&& otherSlot.owner != owner
|
|
&& otherSlot.isInputSlot != isInputSlot
|
|
&& ((isInputSlot
|
|
? otherSlot.IsCompatibleWithInputSlotType(valueType)
|
|
: IsCompatibleWithInputSlotType(otherSlot.valueType)));
|
|
}
|
|
|
|
public virtual string GetDefaultValue(GenerationMode generationMode)
|
|
{
|
|
var matOwner = owner as AbstractMaterialNode;
|
|
if (matOwner == null)
|
|
throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
|
|
|
|
if (generationMode.IsPreview())
|
|
return matOwner.GetVariableNameForSlot(id);
|
|
|
|
return ConcreteSlotValueAsVariable(matOwner.precision);
|
|
}
|
|
|
|
protected virtual string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
|
|
{
|
|
return "error";
|
|
}
|
|
|
|
public abstract void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode);
|
|
|
|
protected static PropertyType ConvertConcreteSlotValueTypeToPropertyType(ConcreteSlotValueType slotValue)
|
|
{
|
|
switch (slotValue)
|
|
{
|
|
case ConcreteSlotValueType.Texture2D:
|
|
return PropertyType.Texture;
|
|
case ConcreteSlotValueType.Vector1:
|
|
return PropertyType.Float;
|
|
case ConcreteSlotValueType.Vector2:
|
|
return PropertyType.Vector2;
|
|
case ConcreteSlotValueType.Vector3:
|
|
return PropertyType.Vector3;
|
|
case ConcreteSlotValueType.Vector4:
|
|
return PropertyType.Vector4;
|
|
case ConcreteSlotValueType.Matrix2:
|
|
return PropertyType.Matrix2;
|
|
case ConcreteSlotValueType.Matrix3:
|
|
return PropertyType.Matrix3;
|
|
case ConcreteSlotValueType.Matrix4:
|
|
return PropertyType.Matrix4;
|
|
case ConcreteSlotValueType.SamplerState:
|
|
return PropertyType.SamplerState;
|
|
default:
|
|
return PropertyType.Vector4;
|
|
}
|
|
}
|
|
|
|
public virtual PreviewProperty GetPreviewProperty(string name)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
public abstract void CopyValuesFrom(MaterialSlot foundSlot);
|
|
}
|
|
}
|