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