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147 行
4.2 KiB
147 行
4.2 KiB
using System;
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using System.Collections.Generic;
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using System.Linq;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine.Graphing;
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namespace UnityEngine.MaterialGraph
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{
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[Title("Input/Texture/Texture Asset")]
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public class TextureAssetNode : PropertyNode
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{
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protected const string textureName = "Texture";
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public const int textureID = 0;
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[SerializeField]
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private string m_SerializedTexture;
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[SerializeField]
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private TextureType m_TextureType;
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[Serializable]
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private class TextureHelper
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{
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public Texture texture;
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}
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public override bool hasPreview { get { return false; } }
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#if UNITY_EDITOR
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public Texture defaultTexture
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{
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get
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{
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if (string.IsNullOrEmpty(m_SerializedTexture))
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return null;
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var tex = new TextureHelper();
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EditorJsonUtility.FromJsonOverwrite(m_SerializedTexture, tex);
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return tex.texture;
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}
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set
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{
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if (defaultTexture == value)
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return;
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var tex = new TextureHelper();
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tex.texture = value;
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m_SerializedTexture = EditorJsonUtility.ToJson(tex, true);
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if (onModified != null)
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{
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onModified(this, ModificationScope.Node);
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}
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}
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}
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#else
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public Texture defaultTexture {get; set; }
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#endif
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public TextureType textureType
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{
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get { return m_TextureType; }
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set
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{
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if (m_TextureType == value)
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return;
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m_TextureType = value;
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if (onModified != null)
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{
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onModified(this, ModificationScope.Graph);
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}
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}
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}
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public TextureAssetNode()
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{
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name = "TextureAsset";
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UpdateNodeAfterDeserialization();
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}
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public sealed override void UpdateNodeAfterDeserialization()
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{
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AddSlot(new MaterialSlot(textureID, textureName, textureName, SlotType.Output, SlotValueType.Texture2D, Vector4.zero, false));
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RemoveSlotsNameNotMatching(validSlots);
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}
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protected int[] validSlots
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{
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get { return new[] { textureID }; }
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}
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public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
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{
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properties.Add(GetPreviewProperty());
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}
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// Properties
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public override void GeneratePropertyBlock(PropertyGenerator visitor, GenerationMode generationMode)
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{
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visitor.AddShaderProperty(
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new TexturePropertyChunk(
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propertyName,
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description,
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defaultTexture, m_TextureType,
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PropertyChunk.HideState.Visible,
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exposedState == ExposedState.Exposed ?
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TexturePropertyChunk.ModifiableState.Modifiable
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: TexturePropertyChunk.ModifiableState.NonModifiable));
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}
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public override void GeneratePropertyUsages(ShaderGenerator visitor, GenerationMode generationMode)
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{
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var slotTexture2D = FindOutputSlot<MaterialSlot>(0);
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if (slotTexture2D != null)
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{
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var edgesTexture2D = owner.GetEdges(slotTexture2D.slotReference).ToList();
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if (edgesTexture2D.Count > 0)
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{
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visitor.AddShaderChunk("#ifdef UNITY_COMPILER_HLSL", true);
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visitor.AddShaderChunk("Texture2D " + propertyName + ";", true);
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visitor.AddShaderChunk("#endif", true);
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}
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}
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}
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public override PreviewProperty GetPreviewProperty()
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{
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return new PreviewProperty
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{
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m_Name = propertyName,
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m_PropType = PropertyType.Texture,
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m_Texture = defaultTexture
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};
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}
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public override PropertyType propertyType { get { return PropertyType.Texture; } }
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}
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}
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