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90 行
2.9 KiB

using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Slots;
using UnityEngine;
using UnityEngine.Experimental.UIElements;
namespace UnityEditor.ShaderGraph
{
[Serializable]
public class Matrix3MaterialSlot : MaterialSlot, IMaterialSlotHasValue<Matrix4x4>
{
[SerializeField]
private Matrix4x4 m_Value = Matrix4x4.identity;
[SerializeField]
private Matrix4x4 m_DefaultValue = Matrix4x4.identity;
public Matrix3MaterialSlot()
{
}
public Matrix3MaterialSlot(
int slotId,
string displayName,
string shaderOutputName,
SlotType slotType,
ShaderStage shaderStage = ShaderStage.Dynamic,
bool hidden = false)
: base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden)
{
}
public override VisualElement InstantiateControl()
{
return new LabelSlotControlView("Identity");
}
public Matrix4x4 defaultValue { get { return m_DefaultValue; } }
public Matrix4x4 value
{
get { return m_Value; }
set { m_Value = value; }
}
protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
{
return precision + "3x3 (1,0,0,0,1,0,0,0,1)";
}
public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
var matOwner = owner as AbstractMaterialNode;
if (matOwner == null)
throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
var property = new Matrix3ShaderProperty()
{
overrideReferenceName = matOwner.GetVariableNameForSlot(id),
generatePropertyBlock = false,
value = value
};
properties.AddShaderProperty(property);
}
public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
{
var pp = new PreviewProperty(PropertyType.Matrix3)
{
name = name,
vector4Value = new Vector4(value.GetRow(0).x, value.GetRow(0).y, value.GetRow(0).z, 0)
};
properties.Add(pp);
}
public override SlotValueType valueType { get { return SlotValueType.Matrix3; } }
public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Matrix3; } }
public override void CopyValuesFrom(MaterialSlot foundSlot)
{
var slot = foundSlot as Matrix3MaterialSlot;
if (slot != null)
value = slot.value;
}
}
}