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2.7 KiB

using System.Collections.Generic;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Basic", "Integer")]
public class IntegerNode : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode
{
[SerializeField]
private int m_Value;
public const int OutputSlotId = 0;
private const string kOutputSlotName = "Out";
public IntegerNode()
{
name = "Integer";
UpdateNodeAfterDeserialization();
}
public override string documentationURL
{
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Integer-Node"; }
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Vector1MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, 0));
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
}
[IntegerControl("")]
public int value
{
get { return m_Value; }
set
{
if (m_Value == value)
return;
m_Value = value;
Dirty(ModificationScope.Node);
}
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
if (!generationMode.IsPreview())
return;
properties.AddShaderProperty(new Vector1ShaderProperty()
{
overrideReferenceName = GetVariableNameForNode(),
generatePropertyBlock = false,
value = value,
floatType = FloatType.Integer
});
}
public void GenerateNodeCode(ShaderGenerator visitor, GenerationMode generationMode)
{
if (generationMode.IsPreview())
return;
visitor.AddShaderChunk(precision + " " + GetVariableNameForNode() + " = " + m_Value + ";", true);
}
public override string GetVariableNameForSlot(int slotId)
{
return GetVariableNameForNode();
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
properties.Add(new PreviewProperty(PropertyType.Vector1)
{
name = GetVariableNameForNode(),
floatValue = m_Value
});
}
public IShaderProperty AsShaderProperty()
{
return new Vector1ShaderProperty { value = value, floatType = FloatType.Integer };
}
public int outputSlotId { get { return OutputSlotId; } }
}
}