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95 行
3.0 KiB

using System;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Slots;
using UnityEngine;
using UnityEngine.Experimental.UIElements;
namespace UnityEditor.ShaderGraph
{
[Serializable]
public class Vector2MaterialSlot : MaterialSlot, IMaterialSlotHasValue<Vector2>
{
[SerializeField]
Vector2 m_Value;
[SerializeField]
Vector2 m_DefaultValue;
string[] m_Labels;
public Vector2MaterialSlot()
{}
public Vector2MaterialSlot(
int slotId,
string displayName,
string shaderOutputName,
SlotType slotType,
Vector2 value,
ShaderStage shaderStage = ShaderStage.Dynamic,
string label1 = "X",
string label2 = "Y",
bool hidden = false)
: base(slotId, displayName, shaderOutputName, slotType, shaderStage, hidden)
{
m_Value = value;
m_Labels = new[] { label1, label2 };
}
public Vector2 defaultValue { get { return m_DefaultValue; } }
public Vector2 value
{
get { return m_Value; }
set { m_Value = value; }
}
public override VisualElement InstantiateControl()
{
return new MultiFloatSlotControlView(owner, m_Labels, () => value, (newValue) => value = newValue);
}
protected override string ConcreteSlotValueAsVariable(AbstractMaterialNode.OutputPrecision precision)
{
return precision + "2 (" + NodeUtils.FloatToShaderValue(value.x) + "," + NodeUtils.FloatToShaderValue(value.y) + ")";
}
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 Vector2ShaderProperty
{
overrideReferenceName = matOwner.GetVariableNameForSlot(id),
generatePropertyBlock = false,
value = value
};
properties.AddShaderProperty(property);
}
public override PreviewProperty GetPreviewProperty(string name)
{
var pp = new PreviewProperty(PropertyType.Vector2)
{
name = name,
vector4Value = new Vector4(value.x, value.y, 0, 0)
};
return pp;
}
public override SlotValueType valueType { get { return SlotValueType.Vector2; } }
public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector2; } }
public override void CopyValuesFrom(MaterialSlot foundSlot)
{
var slot = foundSlot as Vector2MaterialSlot;
if (slot != null)
value = slot.value;
}
}
}