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using System.Collections.Generic;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Texture", "Cubemap Asset")]
public class CubemapAssetNode : AbstractMaterialNode, IPropertyFromNode
{
public const int OutputSlotId = 0;
const string kOutputSlotName = "Out";
public CubemapAssetNode()
{
name = "Cubemap Asset";
UpdateNodeAfterDeserialization();
}
public override string documentationURL
{
get { return "https://github.com/Unity-Technologies/ShaderGraph/wiki/Cubemap-Asset-Node"; }
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new CubemapMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
}
[SerializeField]
private SerializableCubemap m_Cubemap = new SerializableCubemap();
[CubemapControl("")]
public Cubemap cubemap
{
get { return m_Cubemap.cubemap; }
set
{
if (m_Cubemap.cubemap == value)
return;
m_Cubemap.cubemap = value;
Dirty(ModificationScope.Node);
}
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
properties.AddShaderProperty(new CubemapShaderProperty()
{
overrideReferenceName = GetVariableNameForSlot(OutputSlotId),
generatePropertyBlock = true,
value = m_Cubemap,
modifiable = false
});
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
properties.Add(new PreviewProperty(PropertyType.Cubemap)
{
name = GetVariableNameForSlot(OutputSlotId),
cubemapValue = cubemap
});
}
public IShaderProperty AsShaderProperty()
{
var prop = new CubemapShaderProperty { value = m_Cubemap };
if (cubemap != null)
prop.displayName = cubemap.name;
return prop;
}
public int outputSlotId { get { return OutputSlotId; } }
}
}