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92 行
2.7 KiB
92 行
2.7 KiB
using System.Collections.Generic;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEngine;
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using UnityEditor.Graphing;
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namespace UnityEditor.ShaderGraph
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{
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[Title("Input", "Basic", "Integer")]
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public class IntegerNode : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
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{
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[SerializeField]
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private int m_Value;
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public const int OutputSlotId = 0;
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private const string kOutputSlotName = "Out";
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public IntegerNode()
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{
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name = "Integer";
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UpdateNodeAfterDeserialization();
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}
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public override string documentationURL
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{
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get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Integer-Node"; }
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new Vector1MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, 0));
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RemoveSlotsNameNotMatching(new[] { OutputSlotId });
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}
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[IntegerControl("")]
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public int value
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{
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get { return m_Value; }
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set
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{
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if (m_Value == value)
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return;
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m_Value = value;
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Dirty(ModificationScope.Node);
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}
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}
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public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
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{
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if (!generationMode.IsPreview())
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return;
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properties.AddShaderProperty(new Vector1ShaderProperty()
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{
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overrideReferenceName = GetVariableNameForNode(),
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generatePropertyBlock = false,
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value = value,
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floatType = FloatType.Integer
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});
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}
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public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
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{
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if (generationMode.IsPreview())
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return;
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visitor.AddShaderChunk(precision + " " + GetVariableNameForNode() + " = " + m_Value + ";", true);
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}
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public override string GetVariableNameForSlot(int slotId)
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{
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return GetVariableNameForNode();
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}
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public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
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{
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properties.Add(new PreviewProperty(PropertyType.Vector1)
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{
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name = GetVariableNameForNode(),
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floatValue = m_Value
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});
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}
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public IShaderProperty AsShaderProperty()
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{
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return new Vector1ShaderProperty { value = value, floatType = FloatType.Integer };
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}
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public int outputSlotId { get { return OutputSlotId; } }
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}
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}
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