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681 行
24 KiB
681 行
24 KiB
using System;
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using UnityEngine.Graphing;
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namespace UnityEngine.MaterialGraph
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{
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public interface IMaterialSlotHasVaule<T>
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{
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T defaultValue { get; }
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T value { get; }
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}
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[Serializable]
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public class Vector1MaterialSlot : MaterialSlot, IMaterialSlotHasVaule<float>
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{
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[SerializeField]
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private float m_Value;
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[SerializeField]
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private float m_DefaultValue;
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public Vector1MaterialSlot()
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{
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}
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public Vector1MaterialSlot(
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int slotId,
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string displayName,
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string shaderOutputName,
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SlotType slotType,
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float value,
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ShaderStage shaderStage = ShaderStage.Dynamic,
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bool hidden = false)
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:base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden)
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{
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m_DefaultValue = value;
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m_Value = value;
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}
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public float defaultValue { get { return m_DefaultValue; } }
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public float value
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{
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get { return m_Value; }
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set { m_Value = value; }
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}
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protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
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{
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return value.ToString();
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}
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public override SlotValueType valueType { get { return SlotValueType.Vector1; } }
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public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector1; } }
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public override PreviewProperty GetPreviewProperty(string name)
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{
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var pp = new PreviewProperty
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{
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m_Name = name,
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m_PropType = ConvertConcreteSlotValueTypeToPropertyType(concreteValueType),
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m_Vector4 = new Vector4(value, value, value, value),
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m_Float = value,
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m_Color = new Vector4(value, value, value, value),
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};
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return pp;
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}
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}
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[Serializable]
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public class Vector2MaterialSlot : MaterialSlot, IMaterialSlotHasVaule<Vector2>
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{
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[SerializeField]
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private Vector2 m_Value;
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[SerializeField]
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private Vector2 m_DefaultValue;
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public Vector2MaterialSlot()
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{
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}
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public Vector2MaterialSlot(
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int slotId,
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string displayName,
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string shaderOutputName,
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SlotType slotType,
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Vector2 value,
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ShaderStage shaderStage = ShaderStage.Dynamic,
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bool hidden = false)
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:base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden)
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{
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m_Value = value;
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}
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public Vector2 defaultValue { get { return m_DefaultValue; } }
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public Vector2 value
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{
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get { return m_Value; }
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set { m_Value = value; }
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}
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protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
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{
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return precision + "2 (" + value.x + "," + value.y + ")";
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}
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public override PreviewProperty GetPreviewProperty(string name)
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{
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var pp = new PreviewProperty
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{
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m_Name = name,
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m_PropType = ConvertConcreteSlotValueTypeToPropertyType(concreteValueType),
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m_Vector4 = new Vector4(value.x, value.y, 0, 0),
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m_Float = value.x,
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m_Color = new Vector4(value.x, value.x, 0, 0),
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};
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return pp;
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}
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public override SlotValueType valueType { get { return SlotValueType.Vector2; } }
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public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector2; } }
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}
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[Serializable]
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public class Vector3MaterialSlot : MaterialSlot, IMaterialSlotHasVaule<Vector3>
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{
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[SerializeField]
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private Vector3 m_Value;
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[SerializeField]
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private Vector3 m_DefaultValue;
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public Vector3MaterialSlot()
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{
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}
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public Vector3MaterialSlot(
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int slotId,
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string displayName,
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string shaderOutputName,
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SlotType slotType,
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Vector3 value,
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ShaderStage shaderStage = ShaderStage.Dynamic,
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bool hidden = false)
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:base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden)
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{
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m_Value = value;
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}
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public Vector3 defaultValue { get { return m_DefaultValue; } }
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public Vector3 value
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{
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get { return m_Value; }
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set { m_Value = value; }
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}
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protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
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{
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return precision + "3 (" + value.x + "," + value.y + "," + value.z + ")";
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}
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public override PreviewProperty GetPreviewProperty(string name)
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{
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var pp = new PreviewProperty
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{
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m_Name = name,
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m_PropType = ConvertConcreteSlotValueTypeToPropertyType(concreteValueType),
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m_Vector4 = new Vector4(value.x, value.y, value.z, 0),
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m_Float = value.x,
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m_Color = new Vector4(value.x, value.x, value.z, 0),
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};
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return pp;
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}
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public override SlotValueType valueType { get { return SlotValueType.Vector3; } }
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public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector3; } }
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}
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[Serializable]
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public class Vector4MaterialSlot : MaterialSlot, IMaterialSlotHasVaule<Vector4>
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{
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[SerializeField]
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private Vector4 m_Value;
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[SerializeField]
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private Vector4 m_DefaultValue;
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public Vector4MaterialSlot()
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{
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}
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public Vector4MaterialSlot(
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int slotId,
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string displayName,
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string shaderOutputName,
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SlotType slotType,
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Vector4 value,
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ShaderStage shaderStage = ShaderStage.Dynamic,
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bool hidden = false)
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:base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden)
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{
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m_Value = value;
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}
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public Vector4 defaultValue { get { return m_DefaultValue; } }
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public Vector4 value
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{
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get { return m_Value; }
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set { m_Value = value; }
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}
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protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
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{
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return precision + "4 (" + value.x + "," + value.y + "," + value.z + "," + value.w + ")";
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}
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public override PreviewProperty GetPreviewProperty(string name)
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{
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var pp = new PreviewProperty
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{
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m_Name = name,
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m_PropType = ConvertConcreteSlotValueTypeToPropertyType(concreteValueType),
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m_Vector4 = new Vector4(value.x, value.y, value.z, value.w),
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m_Float = value.x,
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m_Color = new Vector4(value.x, value.x, value.z, value.w),
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};
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return pp;
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}
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public override SlotValueType valueType { get { return SlotValueType.Vector4; } }
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public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector4; } }
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}
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[Serializable]
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public class Matrix2MaterialSlot : MaterialSlot
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{
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public Matrix2MaterialSlot()
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{
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}
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public Matrix2MaterialSlot(
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int slotId,
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string displayName,
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string shaderOutputName,
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SlotType slotType,
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ShaderStage shaderStage = ShaderStage.Dynamic,
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bool hidden = false)
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:base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden)
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{
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}
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protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
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{
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return precision + "2x2 (1,0,0,1)";
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}
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public override SlotValueType valueType { get { return SlotValueType.Matrix2; } }
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public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Matrix2; } }
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}
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[Serializable]
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public class Matrix3MaterialSlot : MaterialSlot
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{
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public Matrix3MaterialSlot()
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{
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}
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public Matrix3MaterialSlot(
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int slotId,
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string displayName,
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string shaderOutputName,
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SlotType slotType,
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ShaderStage shaderStage = ShaderStage.Dynamic,
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bool hidden = false)
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:base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden)
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{
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}
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protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
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{
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return precision + "3x3 (1,0,0,0,1,0,0,0,1)";
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}
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public override SlotValueType valueType { get { return SlotValueType.Matrix3; } }
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public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Matrix3; } }
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}
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[Serializable]
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public class Matrix4MaterialSlot : MaterialSlot
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{
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public Matrix4MaterialSlot()
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{
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}
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public Matrix4MaterialSlot(
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int slotId,
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string displayName,
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string shaderOutputName,
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SlotType slotType,
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ShaderStage shaderStage = ShaderStage.Dynamic,
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bool hidden = false)
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:base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden)
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{
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}
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protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
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{
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return precision + "4x4 (1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1)";
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}
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public override SlotValueType valueType { get { return SlotValueType.Matrix4; } }
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public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Matrix4; } }
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}
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[Serializable]
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public class Texture2DMaterialSlot : MaterialSlot
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{
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public Texture2DMaterialSlot()
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{
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}
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public Texture2DMaterialSlot(
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int slotId,
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string displayName,
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string shaderOutputName,
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SlotType slotType,
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ShaderStage shaderStage = ShaderStage.Dynamic,
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bool hidden = false)
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:base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden)
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{
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}
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public static readonly string DefaultTextureName = "ShaderGraph_DefaultTexture";
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public override SlotValueType valueType { get { return SlotValueType.Texture2D; } }
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public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Texture2D; } }
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}
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[Serializable]
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public class SamplerStateMaterialSlot : MaterialSlot
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{
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public SamplerStateMaterialSlot()
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{
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}
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public SamplerStateMaterialSlot(
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int slotId,
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string displayName,
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string shaderOutputName,
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SlotType slotType,
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ShaderStage shaderStage = ShaderStage.Dynamic,
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bool hidden = false)
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:base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden)
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{
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}
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public override SlotValueType valueType { get { return SlotValueType.SamplerState; } }
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public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.SamplerState; } }
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}
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[Serializable]
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public class DynamicVectorMaterialSlot : MaterialSlot, IMaterialSlotHasVaule<Vector4>
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{
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[SerializeField]
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private Vector4 m_Value;
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[SerializeField]
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private Vector4 m_DefaultValue;
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private ConcreteSlotValueType m_ConcreteValueType = ConcreteSlotValueType.Vector4;
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public DynamicVectorMaterialSlot()
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{
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}
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public DynamicVectorMaterialSlot(
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int slotId,
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string displayName,
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string shaderOutputName,
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SlotType slotType,
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Vector4 value,
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ShaderStage shaderStage = ShaderStage.Dynamic,
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bool hidden = false)
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:base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden)
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{
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m_Value = value;
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}
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public Vector4 defaultValue { get { return m_DefaultValue; } }
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public Vector4 value
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{
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get { return m_Value; }
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set { m_Value = value; }
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}
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public override SlotValueType valueType { get { return SlotValueType.Dynamic; } }
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public override ConcreteSlotValueType concreteValueType
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{
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get { return m_ConcreteValueType; }
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}
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public void SetConcreteType(ConcreteSlotValueType valueType)
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{
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m_ConcreteValueType = valueType;
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}
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public override PreviewProperty GetPreviewProperty(string name)
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{
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var pp = new PreviewProperty
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{
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m_Name = name,
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m_PropType = ConvertConcreteSlotValueTypeToPropertyType(concreteValueType),
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m_Vector4 = new Vector4(value.x, value.y, value.z, value.w),
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m_Float = value.x,
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m_Color = new Vector4(value.x, value.x, value.z, value.w),
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};
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return pp;
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}
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protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
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{
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return precision + "4 (" + value.x + "," + value.y + "," + value.z + "," + value.w + ")";
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}
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}
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[Serializable]
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public abstract class MaterialSlot : SerializableSlot
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{
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[SerializeField]
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string m_ShaderOutputName;
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[SerializeField]
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ShaderStage m_ShaderStage;
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private bool m_HasError;
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protected MaterialSlot() { }
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protected MaterialSlot(int slotId, string displayName, string shaderOutputName, SlotType slotType, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false)
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: base(slotId, displayName, slotType, hidden)
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{
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m_ShaderOutputName = shaderOutputName;
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this.shaderStage = shaderStage;
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}
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static string ConcreteSlotValueTypeAsString(ConcreteSlotValueType type)
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{
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switch (type)
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{
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case ConcreteSlotValueType.Vector1:
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return "(1)";
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case ConcreteSlotValueType.Vector2:
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return "(2)";
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case ConcreteSlotValueType.Vector3:
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return "(3)";
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case ConcreteSlotValueType.Vector4:
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return "(4)";
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case ConcreteSlotValueType.Matrix2:
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return "(2x2)";
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case ConcreteSlotValueType.Matrix3:
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return "(3x3)";
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case ConcreteSlotValueType.Matrix4:
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return "(4x4)";
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case ConcreteSlotValueType.SamplerState:
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return "(SS)";
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case ConcreteSlotValueType.Texture2D:
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return "(T)";
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default:
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return "(E)";
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}
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}
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public override string displayName
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{
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get { return base.displayName + ConcreteSlotValueTypeAsString(concreteValueType); }
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set { base.displayName = value; }
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}
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public string RawDisplayName()
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{
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return displayName;
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}
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public static MaterialSlot CreateMaterialSlot(SlotValueType type, int slotId, string displayName, string shaderOutputName, SlotType slotType, Vector4 defaultValue, ShaderStage shaderStage = ShaderStage.Dynamic, bool hidden = false)
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{
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switch (type)
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{
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case SlotValueType.SamplerState:
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return new SamplerStateMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.Matrix4:
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return new Matrix4MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.Matrix3:
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return new Matrix3MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.Matrix2:
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return new Matrix2MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.Texture2D:
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return new Texture2DMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden);
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case SlotValueType.Dynamic:
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return new DynamicVectorMaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStage, hidden);
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case SlotValueType.Vector4:
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return new Vector4MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStage, hidden);
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case SlotValueType.Vector3:
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return new Vector3MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStage, hidden);
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case SlotValueType.Vector2:
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return new Vector2MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStage, hidden);
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case SlotValueType.Vector1:
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return new Vector1MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue.x, shaderStage, hidden);
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}
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throw new ArgumentOutOfRangeException("type", type, null);
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}
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public abstract SlotValueType valueType { get; }
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public abstract ConcreteSlotValueType concreteValueType { get; }
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public string shaderOutputName
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{
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get { return m_ShaderOutputName; }
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private set { m_ShaderOutputName = value; }
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}
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public ShaderStage shaderStage
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{
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get { return m_ShaderStage; }
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set { m_ShaderStage = value; }
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}
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public bool hasError
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{
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get { return m_HasError; }
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set { m_HasError = value; }
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}
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public bool IsCompatibleWithInputSlotType(ConcreteSlotValueType inputType)
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{
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switch (concreteValueType)
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{
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case ConcreteSlotValueType.SamplerState:
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return inputType == ConcreteSlotValueType.SamplerState;
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case ConcreteSlotValueType.Matrix4:
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return inputType == ConcreteSlotValueType.Matrix4
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|| inputType == ConcreteSlotValueType.Matrix3
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|| inputType == ConcreteSlotValueType.Matrix2;
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case ConcreteSlotValueType.Matrix3:
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return inputType == ConcreteSlotValueType.Matrix3
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|| inputType == ConcreteSlotValueType.Matrix2;
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case ConcreteSlotValueType.Matrix2:
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return inputType == ConcreteSlotValueType.Matrix2;
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case ConcreteSlotValueType.Texture2D:
|
|
return inputType == ConcreteSlotValueType.Texture2D;
|
|
case ConcreteSlotValueType.Vector4:
|
|
return inputType == ConcreteSlotValueType.Vector4
|
|
|| inputType == ConcreteSlotValueType.Vector3
|
|
|| inputType == ConcreteSlotValueType.Vector2
|
|
|| inputType == ConcreteSlotValueType.Vector1;
|
|
case ConcreteSlotValueType.Vector3:
|
|
return inputType == ConcreteSlotValueType.Vector3
|
|
|| inputType == ConcreteSlotValueType.Vector2
|
|
|| inputType == ConcreteSlotValueType.Vector1;
|
|
case ConcreteSlotValueType.Vector2:
|
|
return inputType == ConcreteSlotValueType.Vector2
|
|
|| inputType == ConcreteSlotValueType.Vector1;
|
|
case ConcreteSlotValueType.Vector1:
|
|
return inputType == ConcreteSlotValueType.Vector4
|
|
|| inputType == ConcreteSlotValueType.Vector3
|
|
|| inputType == ConcreteSlotValueType.Vector2
|
|
|| inputType == ConcreteSlotValueType.Vector1;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public virtual string GetDefaultValue(GenerationMode generationMode)
|
|
{
|
|
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)));
|
|
|
|
if (concreteValueType == ConcreteSlotValueType.Texture2D)
|
|
return Texture2DMaterialSlot.DefaultTextureName;
|
|
|
|
if (generationMode.IsPreview())
|
|
return matOwner.GetVariableNameForSlot(id);
|
|
|
|
return ConcreteSlotValueAsVariable(matOwner.precision);
|
|
}
|
|
|
|
protected virtual string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
|
|
{
|
|
return "error";
|
|
}
|
|
|
|
public void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
|
|
{
|
|
// share tex2d for all non connected slots :)
|
|
if (concreteValueType == ConcreteSlotValueType.Texture2D)
|
|
{
|
|
var prop = new TextureShaderProperty();
|
|
prop.overrideReferenceName = Texture2DMaterialSlot.DefaultTextureName;
|
|
prop.modifiable = false;
|
|
prop.generatePropertyBlock = true;
|
|
properties.AddShaderProperty(prop);
|
|
return;
|
|
}
|
|
|
|
if (concreteValueType == ConcreteSlotValueType.SamplerState)
|
|
return;
|
|
|
|
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)));
|
|
|
|
IShaderProperty property;
|
|
switch (concreteValueType)
|
|
{
|
|
case ConcreteSlotValueType.Vector4:
|
|
property = new Vector4ShaderProperty();
|
|
break;
|
|
case ConcreteSlotValueType.Vector3:
|
|
property = new Vector3ShaderProperty();
|
|
break;
|
|
case ConcreteSlotValueType.Vector2:
|
|
property = new Vector2ShaderProperty();
|
|
break;
|
|
case ConcreteSlotValueType.Vector1:
|
|
property = new FloatShaderProperty();
|
|
break;
|
|
default:
|
|
throw new ArgumentOutOfRangeException();
|
|
}
|
|
|
|
property.overrideReferenceName = matOwner.GetVariableNameForSlot(id);
|
|
property.generatePropertyBlock = false;
|
|
|
|
properties.AddShaderProperty(property);
|
|
}
|
|
|
|
protected static PropertyType ConvertConcreteSlotValueTypeToPropertyType(ConcreteSlotValueType slotValue)
|
|
{
|
|
switch (slotValue)
|
|
{
|
|
case ConcreteSlotValueType.Texture2D:
|
|
return PropertyType.Texture;
|
|
case ConcreteSlotValueType.Vector1:
|
|
return PropertyType.Float;
|
|
case ConcreteSlotValueType.Vector2:
|
|
return PropertyType.Vector2;
|
|
case ConcreteSlotValueType.Vector3:
|
|
return PropertyType.Vector3;
|
|
case ConcreteSlotValueType.Vector4:
|
|
return PropertyType.Vector4;
|
|
case ConcreteSlotValueType.Matrix2:
|
|
return PropertyType.Matrix2;
|
|
case ConcreteSlotValueType.Matrix3:
|
|
return PropertyType.Matrix3;
|
|
case ConcreteSlotValueType.Matrix4:
|
|
return PropertyType.Matrix4;
|
|
case ConcreteSlotValueType.SamplerState:
|
|
return PropertyType.SamplerState;
|
|
default:
|
|
return PropertyType.Vector4;
|
|
}
|
|
}
|
|
|
|
public virtual PreviewProperty GetPreviewProperty(string name)
|
|
{
|
|
return null;
|
|
}
|
|
}
|
|
}
|