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94 行
3.0 KiB
94 行
3.0 KiB
using System;
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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 Vector1MaterialSlot : MaterialSlot, IMaterialSlotHasVaule<float>
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{
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[SerializeField]
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private float m_Value;
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[SerializeField]
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private float m_DefaultValue;
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public Vector1MaterialSlot()
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{}
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public Vector1MaterialSlot(
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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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float value,
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ShaderStage shaderStage = ShaderStage.Dynamic,
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bool hidden = false)
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: base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden)
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{
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m_DefaultValue = value;
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m_Value = value;
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}
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public float defaultValue { get { return m_DefaultValue; } }
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public float 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, 1, () => new Vector4(value, 0f, 0f, 0f), (newValue) => value = newValue.x);
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}
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protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
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{
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return value.ToString();
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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 FloatShaderProperty()
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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 SlotValueType valueType { get { return SlotValueType.Vector1; } }
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public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector1; } }
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public override PreviewProperty GetPreviewProperty(string name)
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{
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var pp = new PreviewProperty
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{
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name = name,
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propType = ConvertConcreteSlotValueTypeToPropertyType(concreteValueType),
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vector4Value = new Vector4(value, value, value, value),
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floatValue = value,
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colorValue = new Vector4(value, value, value, value),
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};
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return pp;
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}
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public override void CopyValuesFrom(MaterialSlot foundSlot)
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{
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var slot = foundSlot as Vector1MaterialSlot;
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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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