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99 行
3.0 KiB
99 行
3.0 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEngine;
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using UnityEngine.Experimental.UIElements;
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using UnityEditor.Graphing;
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namespace UnityEditor.ShaderGraph
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{
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public class SubGraphOutputControlAttribute : Attribute, IControlAttribute
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{
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public VisualElement InstantiateControl(AbstractMaterialNode node, PropertyInfo propertyInfo)
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{
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if (!(node is SubGraphOutputNode))
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throw new ArgumentException("Node must inherit from AbstractSubGraphIONode.", "node");
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return new SubGraphOutputControlView((SubGraphOutputNode)node);
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}
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}
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public class SubGraphOutputControlView : VisualElement
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{
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SubGraphOutputNode m_Node;
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public SubGraphOutputControlView(SubGraphOutputNode node)
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{
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m_Node = node;
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Add(new Button(OnAdd) { text = "Add Slot" });
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Add(new Button(OnRemove) { text = "Remove Slot" });
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}
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void OnAdd()
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{
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m_Node.AddSlot();
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}
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void OnRemove()
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{
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// tell the user that they might cchange things up.
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if (EditorUtility.DisplayDialog("Sub Graph Will Change", "If you remove a slot and save the sub graph, you might change other graphs that are using this sub graph.\n\nDo you want to continue?", "Yes", "No"))
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{
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m_Node.owner.owner.RegisterCompleteObjectUndo("Removing Slot");
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m_Node.RemoveSlot();
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}
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}
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}
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public class SubGraphOutputNode : AbstractMaterialNode
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{
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[SubGraphOutputControl]
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int controlDummy { get; set; }
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public SubGraphOutputNode()
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{
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name = "SubGraphOutputs";
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}
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public override bool hasPreview
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{
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get { return true; }
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}
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public override PreviewMode previewMode
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{
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get { return PreviewMode.Preview3D; }
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}
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public virtual int AddSlot()
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{
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var index = this.GetInputSlots<ISlot>().Count() + 1;
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AddSlot(new Vector4MaterialSlot(index, "Output " + index, "Output" + index, SlotType.Input, Vector4.zero));
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return index;
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}
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public virtual void RemoveSlot()
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{
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var index = this.GetInputSlots<ISlot>().Count();
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if (index == 0)
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return;
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RemoveSlot(index);
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}
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public void RemapOutputs(ShaderGenerator visitor, GenerationMode generationMode)
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{
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foreach (var slot in graphOutputs)
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visitor.AddShaderChunk(string.Format("{0} = {1};", slot.shaderOutputName, GetSlotValue(slot.id, generationMode)), true);
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}
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public IEnumerable<MaterialSlot> graphOutputs
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{
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get
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{
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return NodeExtensions.GetInputSlots<MaterialSlot>(this).OrderBy(x => x.id);
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}
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}
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}
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}
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