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60 行
1.9 KiB
60 行
1.9 KiB
using System;
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using System.Text;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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public class FloatShaderProperty : AbstractShaderProperty<float>
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{
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public override PropertyType propertyType
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{
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get { return PropertyType.Float; }
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}
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public override Vector4 defaultValue
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{
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get { return new Vector4(value, value, value, value);}
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}
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public override string GetPropertyBlockString()
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{
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var result = new StringBuilder();
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// if (m_FloatType == FloatPropertyChunk.FloatType.Toggle)
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// result.Append("[Toggle]");
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// else if (m_FloatType == FloatPropertyChunk.FloatType.PowerSlider)
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// result.Append("[PowerSlider(" + m_rangeValues.z + ")]");
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result.Append(referenceName);
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result.Append("(\"");
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result.Append(displayName);
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//if (m_FloatType == FloatPropertyChunk.FloatType.Float || m_FloatType == FloatPropertyChunk.FloatType.Toggle)
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//{
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result.Append("\", Float) = ");
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/* }
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else if (m_FloatType == FloatPropertyChunk.FloatType.Range || m_FloatType == FloatPropertyChunk.FloatType.PowerSlider)
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{
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result.Append("\", Range(");
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result.Append(m_rangeValues.x + ", " + m_rangeValues.y);
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result.Append(")) = ");
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}*/
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result.Append(value);
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return result.ToString();
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}
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public override string GetPropertyDeclarationString()
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{
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return "float " + referenceName + ";";
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}
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public override PreviewProperty GetPreviewMaterialProperty()
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{
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return new PreviewProperty()
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{
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m_Name = referenceName,
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m_PropType = PropertyType.Float,
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m_Float = value
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};
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}
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}
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}
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