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108 行
3.6 KiB

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Graphing;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Serializable]
public abstract class MasterNode<T> : AbstractMaterialNode, IMasterNode where T : class, ISubShader
{
[NonSerialized]
List<T> m_SubShaders = new List<T>();
[SerializeField]
List<SerializationHelper.JSONSerializedElement> m_SerializableSubShaders = new List<SerializationHelper.JSONSerializedElement>();
public override bool hasPreview
{
get { return true; }
}
public override bool allowedInSubGraph
{
get { return false; }
}
public override PreviewMode previewMode
{
get { return PreviewMode.Preview3D; }
}
public Type supportedSubshaderType
{
get { return typeof(T); }
}
public IEnumerable<T> subShaders
{
get { return m_SubShaders; }
}
public void AddSubShader(T subshader)
{
if (m_SubShaders.Contains(subshader))
return;
m_SubShaders.Add(subshader);
Dirty(ModificationScope.Node);
}
public void RemoveSubShader(T subshader)
{
m_SubShaders.RemoveAll(x => x == subshader);
Dirty(ModificationScope.Node);
}
public string GetShader(GenerationMode mode, string outputName, out List<PropertyCollector.TextureInfo> configuredTextures)
{
var activeNodeList = ListPool<INode>.Get();
NodeUtils.DepthFirstCollectNodesFromNode(activeNodeList, this);
var shaderProperties = new PropertyCollector();
var abstractMaterialGraph = owner as AbstractMaterialGraph;
if (abstractMaterialGraph != null)
abstractMaterialGraph.CollectShaderProperties(shaderProperties, mode);
foreach (var activeNode in activeNodeList.OfType<AbstractMaterialNode>())
activeNode.CollectShaderProperties(shaderProperties, mode);
var finalShader = new ShaderGenerator();
finalShader.AddShaderChunk(string.Format(@"Shader ""{0}""", outputName), false);
finalShader.AddShaderChunk("{", false);
finalShader.Indent();
finalShader.AddShaderChunk("Properties", false);
finalShader.AddShaderChunk("{", false);
finalShader.Indent();
finalShader.AddShaderChunk(shaderProperties.GetPropertiesBlock(2), false);
finalShader.Deindent();
finalShader.AddShaderChunk("}", false);
foreach (var subShader in m_SubShaders)
finalShader.AddShaderChunk(subShader.GetSubshader(this, mode), true);
finalShader.AddShaderChunk(@"FallBack ""Hidden/InternalErrorShader""", false);
finalShader.Deindent();
finalShader.AddShaderChunk("}", false);
configuredTextures = shaderProperties.GetConfiguredTexutres();
return finalShader.GetShaderString(0);
}
public override void OnBeforeSerialize()
{
base.OnBeforeSerialize();
m_SerializableSubShaders = SerializationHelper.Serialize<T>(m_SubShaders);
}
public override void OnAfterDeserialize()
{
base.OnAfterDeserialize();
m_SubShaders = SerializationHelper.Deserialize<T>(m_SerializableSubShaders, GraphUtil.GetLegacyTypeRemapping());
m_SerializableSubShaders = null;
}
}
}