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240 行
10 KiB
240 行
10 KiB
using System;
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using UnityEngine;
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using UnityEditor.Graphing;
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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 abstract class MaterialSlot : SerializableSlot
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{
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[SerializeField]
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string m_ShaderOutputName;
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[SerializeField]
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ShaderStage m_ShaderStage;
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private bool m_HasError;
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protected MaterialSlot() {}
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protected MaterialSlot(int slotId, string displayName, string shaderOutputName, SlotType slotType, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false)
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: base(slotId, displayName, slotType, hidden)
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{
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m_ShaderOutputName = shaderOutputName;
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this.shaderStage = shaderStage;
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}
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public virtual VisualElement InstantiateControl()
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{
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return null;
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}
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static string ConcreteSlotValueTypeAsString(ConcreteSlotValueType type)
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{
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switch (type)
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{
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case ConcreteSlotValueType.Vector1:
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return "(1)";
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case ConcreteSlotValueType.Vector2:
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return "(2)";
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case ConcreteSlotValueType.Vector3:
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return "(3)";
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case ConcreteSlotValueType.Vector4:
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return "(4)";
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case ConcreteSlotValueType.Matrix2:
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return "(2x2)";
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case ConcreteSlotValueType.Matrix3:
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return "(3x3)";
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case ConcreteSlotValueType.Matrix4:
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return "(4x4)";
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case ConcreteSlotValueType.SamplerState:
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return "(SS)";
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case ConcreteSlotValueType.Texture2D:
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return "(T)";
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case ConcreteSlotValueType.Cubemap:
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return "(C)";
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default:
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return "(E)";
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}
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}
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public override string displayName
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{
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get { return base.displayName + ConcreteSlotValueTypeAsString(concreteValueType); }
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set { base.displayName = value; }
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}
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public string RawDisplayName()
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{
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return base.displayName;
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}
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public static MaterialSlot CreateMaterialSlot(SlotValueType type, int slotId, string displayName, string shaderOutputName, SlotType slotType, Vector4 defaultValue, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false)
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{
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switch (type)
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{
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case SlotValueType.SamplerState:
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return new SamplerStateMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.Matrix4:
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return new Matrix4MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.Matrix3:
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return new Matrix3MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.Matrix2:
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return new Matrix2MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.Texture2D:
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return slotType == SlotType.Input
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? new Texture2DInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStage, hidden)
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: new Texture2DMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.Cubemap:
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return slotType == SlotType.Input
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? new CubemapInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStage, hidden)
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: new CubemapMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.Dynamic:
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return new DynamicVectorMaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStage, hidden);
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case SlotValueType.Vector4:
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return new Vector4MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStage, hidden);
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case SlotValueType.Vector3:
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return new Vector3MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStage, hidden);
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case SlotValueType.Vector2:
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return new Vector2MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStage, hidden);
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case SlotValueType.Vector1:
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return new Vector1MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue.x, shaderStage, hidden);
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}
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throw new ArgumentOutOfRangeException("type", type, null);
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}
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public abstract SlotValueType valueType { get; }
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public abstract ConcreteSlotValueType concreteValueType { get; }
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public string shaderOutputName
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{
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get { return m_ShaderOutputName; }
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private set { m_ShaderOutputName = value; }
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}
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public ShaderStage shaderStage
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{
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get { return m_ShaderStage; }
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set { m_ShaderStage = value; }
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}
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public bool hasError
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{
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get { return m_HasError; }
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set { m_HasError = value; }
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}
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bool IsCompatibleWithInputSlotType(SlotValueType inputType)
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{
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switch (valueType)
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{
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case SlotValueType.SamplerState:
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return inputType == SlotValueType.SamplerState;
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case SlotValueType.Matrix4:
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return inputType == SlotValueType.Matrix4
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|| inputType == SlotValueType.Matrix3
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|| inputType == SlotValueType.Matrix2;
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case SlotValueType.Matrix3:
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return inputType == SlotValueType.Matrix3
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|| inputType == SlotValueType.Matrix2;
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case SlotValueType.Matrix2:
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return inputType == SlotValueType.Matrix2;
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case SlotValueType.Texture2D:
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return inputType == SlotValueType.Texture2D;
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case SlotValueType.Cubemap:
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return inputType == SlotValueType.Cubemap;
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case SlotValueType.Dynamic:
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case SlotValueType.Vector4:
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return inputType == SlotValueType.Vector4
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|| inputType == SlotValueType.Vector3
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|| inputType == SlotValueType.Vector2
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|| inputType == SlotValueType.Vector1
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|| inputType == SlotValueType.Dynamic;
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case SlotValueType.Vector3:
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return inputType == SlotValueType.Vector3
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|| inputType == SlotValueType.Vector2
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|| inputType == SlotValueType.Vector1
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|| inputType == SlotValueType.Dynamic;
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case SlotValueType.Vector2:
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return inputType == SlotValueType.Vector2
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|| inputType == SlotValueType.Vector1
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|| inputType == SlotValueType.Dynamic;
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case SlotValueType.Vector1:
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return inputType == SlotValueType.Vector4
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|| inputType == SlotValueType.Vector3
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|| inputType == SlotValueType.Vector2
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|| inputType == SlotValueType.Vector1
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|| inputType == SlotValueType.Dynamic;
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}
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return false;
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}
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public bool IsCompatibleWith(MaterialSlot otherSlot)
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{
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return otherSlot != null
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&& otherSlot.owner != owner
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&& otherSlot.isInputSlot != isInputSlot
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&& ((isInputSlot
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? otherSlot.IsCompatibleWithInputSlotType(valueType)
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: IsCompatibleWithInputSlotType(otherSlot.valueType)));
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}
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public virtual 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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if (generationMode.IsPreview())
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return matOwner.GetVariableNameForSlot(id);
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return ConcreteSlotValueAsVariable(matOwner.precision);
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}
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protected virtual string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
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{
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return "error";
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}
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public abstract void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode);
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protected static PropertyType ConvertConcreteSlotValueTypeToPropertyType(ConcreteSlotValueType slotValue)
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{
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switch (slotValue)
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{
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case ConcreteSlotValueType.Texture2D:
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return PropertyType.Texture;
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case ConcreteSlotValueType.Cubemap:
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return PropertyType.Cubemap;
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case ConcreteSlotValueType.Vector1:
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return PropertyType.Float;
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case ConcreteSlotValueType.Vector2:
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return PropertyType.Vector2;
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case ConcreteSlotValueType.Vector3:
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return PropertyType.Vector3;
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case ConcreteSlotValueType.Vector4:
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return PropertyType.Vector4;
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case ConcreteSlotValueType.Matrix2:
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return PropertyType.Matrix2;
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case ConcreteSlotValueType.Matrix3:
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return PropertyType.Matrix3;
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case ConcreteSlotValueType.Matrix4:
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return PropertyType.Matrix4;
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case ConcreteSlotValueType.SamplerState:
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return PropertyType.SamplerState;
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default:
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return PropertyType.Vector4;
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}
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}
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public virtual PreviewProperty GetPreviewProperty(string name)
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{
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return default(PreviewProperty);
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}
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public abstract void CopyValuesFrom(MaterialSlot foundSlot);
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}
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}
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