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67 行
2.3 KiB
67 行
2.3 KiB
using UnityEngine.Graphing;
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namespace UnityEngine.MaterialGraph
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{
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[Title("Input/Vector 4 Node")]
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public class Vector4Node : PropertyNode, IGeneratesBodyCode
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{
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[SerializeField]
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private Vector4 m_Value;
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private const int kOutputSlotId = 0;
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private const string kOutputSlotName = "Value";
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public Vector4Node()
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{
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name = "V4Node";
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UpdateNodeAfterDeserialization();
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new MaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, SlotValueType.Vector4, Vector4.zero));
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RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
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}
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public override PropertyType propertyType
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{
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get { return PropertyType.Vector4; }
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}
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public Vector4 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 void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)
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{
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if (exposedState == ExposedState.Exposed)
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visitor.AddShaderProperty(new VectorPropertyChunk(propertyName, description, m_Value, PropertyChunk.HideState.Visible));
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}
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public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
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{
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if (exposedState == ExposedState.Exposed || generationMode.IsPreview())
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visitor.AddShaderChunk(precision + "4 " + propertyName + ";", true);
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}
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public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
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{
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if (exposedState == ExposedState.Exposed || generationMode.IsPreview())
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return;
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visitor.AddShaderChunk(precision + "4 " + propertyName + " = " + precision + "4 (" + m_Value.x + ", " + m_Value.y + ", " + m_Value.z + ", " + m_Value.w + ");", true);
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}
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public override PreviewProperty GetPreviewProperty()
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{
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return new PreviewProperty
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{
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m_Name = propertyName,
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m_PropType = PropertyType.Vector4,
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m_Vector4 = m_Value
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};
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}
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}
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}
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