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81 行
2.5 KiB

using UnityEngine.Graphing;
namespace UnityEngine.MaterialGraph
{
[Title("Input/Vector 1 Node")]
public class Vector1Node : PropertyNode, IGeneratesBodyCode
{
[SerializeField]
private float m_Value;
public const int OutputSlotId = 0;
private const string kOutputSlotName = "Value";
public Vector1Node()
{
name = "V1Node";
UpdateNodeAfterDeserialization();
}
public override bool hasPreview
{
get { return true; }
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector1, Vector4.zero));
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
}
public override PropertyType propertyType
{
get { return PropertyType.Float; }
}
public float value
{
get { return m_Value; }
set
{
if (m_Value == value)
return;
m_Value = value;
if (onModified != null)
onModified(this);
}
}
public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)
{
if (exposedState == ExposedState.Exposed)
visitor.AddShaderProperty(new FloatPropertyChunk(propertyName, description, m_Value, PropertyChunk.HideState.Visible));
}
public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
{
if (exposedState == ExposedState.Exposed || generationMode.IsPreview())
visitor.AddShaderChunk(precision + " " + propertyName + ";", true);
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
if (exposedState == ExposedState.Exposed || generationMode.IsPreview())
return;
visitor.AddShaderChunk(precision + " " + propertyName + " = " + m_Value + ";", true);
}
public override PreviewProperty GetPreviewProperty()
{
return new PreviewProperty
{
m_Name = propertyName,
m_PropType = PropertyType.Float,
m_Float = m_Value
};
}
}
}