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115 行
3.2 KiB
115 行
3.2 KiB
using System;
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using System.Text;
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using UnityEditor.Graphing;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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public enum FloatType
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{
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Default,
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Slider,
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Integer
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}
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[Serializable]
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[FormerName("UnityEditor.ShaderGraph.FloatShaderProperty")]
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public class Vector1ShaderProperty : AbstractShaderProperty<float>
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{
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public Vector1ShaderProperty()
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{
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displayName = "Vector1";
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}
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public override PropertyType propertyType
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{
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get { return PropertyType.Vector1; }
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}
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public override Vector4 defaultValue
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{
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get { return new Vector4(value, value, value, value); }
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}
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[SerializeField]
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private FloatType m_FloatType = FloatType.Default;
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public FloatType floatType
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{
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get { return m_FloatType; }
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set
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{
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if (m_FloatType == value)
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return;
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m_FloatType = value;
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}
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}
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[SerializeField]
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private Vector2 m_RangeValues = new Vector2(0, 1);
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public Vector2 rangeValues
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{
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get { return m_RangeValues; }
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set
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{
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if (m_RangeValues == value)
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return;
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m_RangeValues = value;
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}
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}
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public override string GetPropertyBlockString()
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{
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var result = new StringBuilder();
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result.Append(referenceName);
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result.Append("(\"");
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result.Append(displayName);
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switch(floatType)
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{
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case FloatType.Slider:
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result.Append("\", Range(");
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result.Append(m_RangeValues.x + ", " + m_RangeValues.y);
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result.Append(")) = ");
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break;
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case FloatType.Integer:
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result.Append("\", Int) = ");
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break;
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default:
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result.Append("\", Float) = ");
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break;
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}
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result.Append(value);
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return result.ToString();
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}
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public override string GetPropertyDeclarationString(string delimiter = ";")
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{
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return string.Format("float {0}{1}", referenceName, delimiter);
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}
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public override PreviewProperty GetPreviewMaterialProperty()
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{
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return new PreviewProperty(PropertyType.Vector1)
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{
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name = referenceName,
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floatValue = value
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};
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}
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public override INode ToConcreteNode()
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{
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switch(m_FloatType)
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{
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case FloatType.Slider:
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return new SliderNode { value = new Vector3(value, m_RangeValues.x, m_RangeValues.y) };
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case FloatType.Integer:
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return new IntegerNode { value = (int)value };
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default:
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var node = new Vector1Node();
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node.FindInputSlot<Vector1MaterialSlot>(Vector1Node.InputSlotXId).value = value;
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return node;
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}
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}
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}
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}
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