您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
217 行
8.0 KiB
217 行
8.0 KiB
using System;
|
|
using System.Linq;
|
|
using UnityEditor.ShaderGraph.Drawing.Controls;
|
|
using UnityEngine;
|
|
using UnityEditor.Graphing;
|
|
|
|
namespace UnityEditor.ShaderGraph
|
|
{
|
|
[Title("Input", "Property")]
|
|
public class PropertyNode : AbstractMaterialNode, IGeneratesBodyCode, IOnAssetEnabled
|
|
{
|
|
private Guid m_PropertyGuid;
|
|
|
|
[SerializeField]
|
|
private string m_PropertyGuidSerialized;
|
|
|
|
public const int OutputSlotId = 0;
|
|
|
|
public PropertyNode()
|
|
{
|
|
name = "Property";
|
|
UpdateNodeAfterDeserialization();
|
|
}
|
|
|
|
private void UpdateNode()
|
|
{
|
|
var graph = owner as AbstractMaterialGraph;
|
|
var property = graph.properties.FirstOrDefault(x => x.guid == propertyGuid);
|
|
if (property == null)
|
|
return;
|
|
|
|
if (property is FloatShaderProperty)
|
|
{
|
|
AddSlot(new Vector1MaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, 0));
|
|
RemoveSlotsNameNotMatching(new[] {OutputSlotId});
|
|
}
|
|
else if (property is Vector2ShaderProperty)
|
|
{
|
|
AddSlot(new Vector2MaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, Vector4.zero));
|
|
RemoveSlotsNameNotMatching(new[] {OutputSlotId});
|
|
}
|
|
else if (property is Vector3ShaderProperty)
|
|
{
|
|
AddSlot(new Vector3MaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, Vector4.zero));
|
|
RemoveSlotsNameNotMatching(new[] {OutputSlotId});
|
|
}
|
|
else if (property is Vector4ShaderProperty)
|
|
{
|
|
AddSlot(new Vector4MaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, Vector4.zero));
|
|
RemoveSlotsNameNotMatching(new[] {OutputSlotId});
|
|
}
|
|
else if (property is ColorShaderProperty)
|
|
{
|
|
AddSlot(new Vector4MaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, Vector4.zero));
|
|
RemoveSlotsNameNotMatching(new[] {OutputSlotId});
|
|
}
|
|
else if (property is TextureShaderProperty)
|
|
{
|
|
AddSlot(new Texture2DMaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output));
|
|
RemoveSlotsNameNotMatching(new[] {OutputSlotId});
|
|
}
|
|
else if (property is CubemapShaderProperty)
|
|
{
|
|
AddSlot(new CubemapMaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
}
|
|
else if (property is IntegerShaderProperty)
|
|
{
|
|
AddSlot(new Vector1MaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, 0));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
}
|
|
else if (property is SliderShaderProperty)
|
|
{
|
|
AddSlot(new Vector1MaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, 0));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
}
|
|
else if (property is BooleanShaderProperty)
|
|
{
|
|
AddSlot(new BooleanMaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, false));
|
|
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
|
|
}
|
|
}
|
|
|
|
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
|
|
{
|
|
var graph = owner as AbstractMaterialGraph;
|
|
var property = graph.properties.FirstOrDefault(x => x.guid == propertyGuid);
|
|
if (property == null)
|
|
return;
|
|
|
|
if (property is FloatShaderProperty)
|
|
{
|
|
var result = string.Format("{0} {1} = {2};"
|
|
, precision
|
|
, GetVariableNameForSlot(OutputSlotId)
|
|
, property.referenceName);
|
|
visitor.AddShaderChunk(result, true);
|
|
}
|
|
else if (property is Vector2ShaderProperty)
|
|
{
|
|
var result = string.Format("{0}2 {1} = {2};"
|
|
, precision
|
|
, GetVariableNameForSlot(OutputSlotId)
|
|
, property.referenceName);
|
|
visitor.AddShaderChunk(result, true);
|
|
}
|
|
else if (property is Vector3ShaderProperty)
|
|
{
|
|
var result = string.Format("{0}3 {1} = {2};"
|
|
, precision
|
|
, GetVariableNameForSlot(OutputSlotId)
|
|
, property.referenceName);
|
|
visitor.AddShaderChunk(result, true);
|
|
}
|
|
else if (property is Vector4ShaderProperty)
|
|
{
|
|
var result = string.Format("{0}4 {1} = {2};"
|
|
, precision
|
|
, GetVariableNameForSlot(OutputSlotId)
|
|
, property.referenceName);
|
|
visitor.AddShaderChunk(result, true);
|
|
}
|
|
else if (property is ColorShaderProperty)
|
|
{
|
|
var result = string.Format("{0}4 {1} = {2};"
|
|
, precision
|
|
, GetVariableNameForSlot(OutputSlotId)
|
|
, property.referenceName);
|
|
visitor.AddShaderChunk(result, true);
|
|
}
|
|
else if (property is IntegerShaderProperty)
|
|
{
|
|
var result = string.Format("{0} {1} = {2};"
|
|
, precision
|
|
, GetVariableNameForSlot(OutputSlotId)
|
|
, property.referenceName);
|
|
visitor.AddShaderChunk(result, true);
|
|
}
|
|
else if (property is SliderShaderProperty)
|
|
{
|
|
var result = string.Format("{0} {1} = {2};"
|
|
, precision
|
|
, GetVariableNameForSlot(OutputSlotId)
|
|
, property.referenceName);
|
|
visitor.AddShaderChunk(result, true);
|
|
}
|
|
else if (property is BooleanShaderProperty)
|
|
{
|
|
var result = string.Format("{0} {1} = {2};"
|
|
, precision
|
|
, GetVariableNameForSlot(OutputSlotId)
|
|
, property.referenceName);
|
|
visitor.AddShaderChunk(result, true);
|
|
}
|
|
}
|
|
|
|
[PropertyControl]
|
|
public Guid propertyGuid
|
|
{
|
|
get { return m_PropertyGuid; }
|
|
set
|
|
{
|
|
if (m_PropertyGuid == value)
|
|
return;
|
|
|
|
var graph = owner as AbstractMaterialGraph;
|
|
var property = graph.properties.FirstOrDefault(x => x.guid == value);
|
|
if (property == null)
|
|
return;
|
|
m_PropertyGuid = value;
|
|
|
|
UpdateNode();
|
|
|
|
Dirty(ModificationScope.Topological);
|
|
}
|
|
}
|
|
|
|
public override string GetVariableNameForSlot(int slotId)
|
|
{
|
|
var graph = owner as AbstractMaterialGraph;
|
|
var property = graph.properties.FirstOrDefault(x => x.guid == propertyGuid);
|
|
|
|
if (!(property is TextureShaderProperty) && !(property is CubemapShaderProperty))
|
|
return base.GetVariableNameForSlot(slotId);
|
|
|
|
return property.referenceName;
|
|
}
|
|
|
|
protected override bool CalculateNodeHasError()
|
|
{
|
|
var graph = owner as AbstractMaterialGraph;
|
|
|
|
if (!graph.properties.Any(x => x.guid == propertyGuid))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
public override void OnBeforeSerialize()
|
|
{
|
|
base.OnBeforeSerialize();
|
|
m_PropertyGuidSerialized = m_PropertyGuid.ToString();
|
|
}
|
|
|
|
public override void OnAfterDeserialize()
|
|
{
|
|
base.OnAfterDeserialize();
|
|
if (!string.IsNullOrEmpty(m_PropertyGuidSerialized))
|
|
m_PropertyGuid = new Guid(m_PropertyGuidSerialized);
|
|
}
|
|
|
|
public void OnEnable()
|
|
{
|
|
UpdateNode();
|
|
}
|
|
}
|
|
}
|