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131 行
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using System;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Slots;
using UnityEngine;
using UnityEngine.Experimental.UIElements;
namespace UnityEditor.ShaderGraph
{
[Serializable]
public class DynamicVectorMaterialSlot : MaterialSlot, IMaterialSlotHasVaule<Vector4>
{
[SerializeField]
private Vector4 m_Value;
[SerializeField]
private Vector4 m_DefaultValue;
private ConcreteSlotValueType m_ConcreteValueType = ConcreteSlotValueType.Vector4;
public DynamicVectorMaterialSlot()
{
}
public DynamicVectorMaterialSlot(
int slotId,
string displayName,
string shaderOutputName,
SlotType slotType,
Vector4 value,
ShaderStage shaderStage = ShaderStage.Dynamic,
bool hidden = false)
: base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden)
{
m_Value = value;
}
public Vector4 defaultValue { get { return m_DefaultValue; } }
public Vector4 value
{
get { return m_Value; }
set { m_Value = value; }
}
public override VisualElement InstantiateControl()
{
int components =
concreteValueType == ConcreteSlotValueType.Vector4 ? 4 :
concreteValueType == ConcreteSlotValueType.Vector3 ? 3 :
concreteValueType == ConcreteSlotValueType.Vector2 ? 2 :
concreteValueType == ConcreteSlotValueType.Vector1 ? 1 : 0;
return new MultiFloatSlotControlView(owner, components, () => value, (newValue) => value = newValue);
}
public override SlotValueType valueType { get { return SlotValueType.Dynamic; } }
public override ConcreteSlotValueType concreteValueType
{
get { return m_ConcreteValueType; }
}
public void SetConcreteType(ConcreteSlotValueType valueType)
{
m_ConcreteValueType = valueType;
}
public override PreviewProperty GetPreviewProperty(string name)
{
var pp = new PreviewProperty
{
name = name,
propType = ConvertConcreteSlotValueTypeToPropertyType(concreteValueType),
vector4Value = new Vector4(value.x, value.y, value.z, value.w),
floatValue = value.x,
colorValue = new Vector4(value.x, value.x, value.z, value.w),
};
return pp;
}
protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
{
var channelCount = (int)SlotValueHelper.GetChannelCount(concreteValueType);
var values = value.x.ToString();
if (channelCount == 1)
return values;
for (var i = 1; i < channelCount; i++)
values += ", " + value[i];
return string.Format("{0}{1}({2})", precision, channelCount, values);
}
public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
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)));
IShaderProperty property;
switch (concreteValueType)
{
case ConcreteSlotValueType.Vector4:
property = new Vector4ShaderProperty();
break;
case ConcreteSlotValueType.Vector3:
property = new Vector3ShaderProperty();
break;
case ConcreteSlotValueType.Vector2:
property = new Vector2ShaderProperty();
break;
case ConcreteSlotValueType.Vector1:
property = new FloatShaderProperty();
break;
default:
throw new ArgumentOutOfRangeException();
}
property.overrideReferenceName = matOwner.GetVariableNameForSlot(id);
property.generatePropertyBlock = false;
properties.AddShaderProperty(property);
}
public override void CopyValuesFrom(MaterialSlot foundSlot)
{
var slot = foundSlot as DynamicVectorMaterialSlot;
if (slot != null)
value = slot.value;
}
}
}