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140 行
4.9 KiB
140 行
4.9 KiB
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text.RegularExpressions;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine.Graphing;
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namespace UnityEngine.MaterialGraph
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{
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/* [Serializable]
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[Title("Master/Remapper")]
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public class RemapMasterNode : AbstractMasterNode
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, IOnAssetEnabled
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{
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[SerializeField]
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private string m_SerialziedRemapGraph = string.Empty;
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[Serializable]
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private class RemapGraphHelper
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{
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public MaterialRemapAsset subGraph;
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}
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public override bool allowedInRemapGraph
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{
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get { return false; }
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}
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public override string GetFullShader(GenerationMode mode, string name, out List<PropertyGenerator.TextureInfo> configuredTextures)
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{
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var shaderTemplateLocation = ShaderGenerator.GetTemplatePath("shader.template");
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if (remapAsset == null || !File.Exists(shaderTemplateLocation))
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{
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configuredTextures = new List<PropertyGenerator.TextureInfo>();
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return string.Empty;
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}
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var shaderPropertiesVisitor = new PropertyGenerator();
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// Step 1: Set this node as the remap target
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// Pass in the shader properties visitor here as
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// high level properties are shared
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// this is only used for the header
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var subShaders = remapAsset.masterRemapGraph.GetSubShadersFor(this, mode, shaderPropertiesVisitor);
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var templateText = File.ReadAllText(shaderTemplateLocation);
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var resultShader = templateText.Replace("${ShaderName}", name);
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resultShader = resultShader.Replace("${ShaderPropertiesHeader}", shaderPropertiesVisitor.GetShaderString(2));
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if (subShaders != null)
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resultShader = resultShader.Replace("${SubShader}", subShaders.Aggregate(string.Empty, (i, j) => i + Environment.NewLine + j));
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else
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resultShader = resultShader.Replace("${SubShader}", string.Empty);
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configuredTextures = shaderPropertiesVisitor.GetConfiguredTexutres();
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return Regex.Replace(resultShader, @"\r\n|\n\r|\n|\r", Environment.NewLine);
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}
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public override string GetSubShader(GenerationMode mode, PropertyGenerator shaderPropertiesVisitor)
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{
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throw new NotImplementedException();
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}
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public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
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{
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base.CollectPreviewMaterialProperties(properties);
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if (remapAsset == null)
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return;
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remapAsset.masterRemapGraph.CollectPreviewMaterialProperties(properties);
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}
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#if UNITY_EDITOR
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public MaterialRemapAsset remapAsset
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{
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get
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{
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if (string.IsNullOrEmpty(m_SerialziedRemapGraph))
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return null;
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var helper = new RemapGraphHelper();
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EditorJsonUtility.FromJsonOverwrite(m_SerialziedRemapGraph, helper);
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return helper.subGraph;
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}
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set
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{
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if (remapAsset == value)
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return;
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var helper = new RemapGraphHelper();
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helper.subGraph = value;
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m_SerialziedRemapGraph = EditorJsonUtility.ToJson(helper, true);
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OnEnable();
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if (onModified != null)
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onModified(this, ModificationScope.Topological);
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}
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}
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#else
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public MaterialSubGraphAsset subGraphAsset {get; set; }
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#endif
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public override PreviewMode previewMode
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{
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get
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{
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if (remapAsset == null)
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return PreviewMode.Preview2D;
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return PreviewMode.Preview3D;
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}
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}
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public RemapMasterNode()
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{
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name = "Remapper";
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}
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public void OnEnable()
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{
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var validNames = new List<int>();
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if (remapAsset == null)
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{
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RemoveSlotsNameNotMatching(validNames);
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return;
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}
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var inputNode = remapAsset.masterRemapGraph.inputNode;
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foreach (var slot in inputNode.GetOutputSlots<MaterialSlot>())
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{
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AddSlot(new MaterialSlot(slot.id, slot.displayName, slot.shaderOutputName, SlotType.Input, slot.valueType, slot.defaultValue));
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validNames.Add(slot.id);
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}
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RemoveSlotsNameNotMatching(validNames);
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}
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}*/
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}
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