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DynamicVectorMaterialSlot.cs 5.1KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using UnityEditor.Graphing;
  5. using UnityEditor.ShaderGraph.Drawing.Slots;
  6. using UnityEditor.ShaderGraph.Internal;
  7. using UnityEngine;
  8. using UnityEngine.UIElements;
  9. namespace UnityEditor.ShaderGraph
  10. {
  11. [Serializable]
  12. class DynamicVectorMaterialSlot : MaterialSlot, IMaterialSlotHasValue<Vector4>
  13. {
  14. [SerializeField]
  15. private Vector4 m_Value;
  16. [SerializeField]
  17. private Vector4 m_DefaultValue = Vector4.zero;
  18. static readonly string[] k_Labels = { "X", "Y", "Z", "W" };
  19. private ConcreteSlotValueType m_ConcreteValueType = ConcreteSlotValueType.Vector1;
  20. public DynamicVectorMaterialSlot()
  21. {
  22. }
  23. public DynamicVectorMaterialSlot(
  24. int slotId,
  25. string displayName,
  26. string shaderOutputName,
  27. SlotType slotType,
  28. Vector4 value,
  29. ShaderStageCapability stageCapability = ShaderStageCapability.All,
  30. bool hidden = false)
  31. : base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden)
  32. {
  33. m_Value = value;
  34. }
  35. public Vector4 defaultValue { get { return m_DefaultValue; } }
  36. public Vector4 value
  37. {
  38. get { return m_Value; }
  39. set { m_Value = value; }
  40. }
  41. public override bool isDefaultValue => value.Equals(defaultValue);
  42. public override VisualElement InstantiateControl()
  43. {
  44. var labels = k_Labels.Take(concreteValueType.GetChannelCount()).ToArray();
  45. return new MultiFloatSlotControlView(owner, labels, () => value, (newValue) => value = newValue);
  46. }
  47. public override SlotValueType valueType { get { return SlotValueType.DynamicVector; } }
  48. public override ConcreteSlotValueType concreteValueType
  49. {
  50. get { return m_ConcreteValueType; }
  51. }
  52. public void SetConcreteType(ConcreteSlotValueType valueType)
  53. {
  54. m_ConcreteValueType = valueType;
  55. }
  56. public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
  57. {
  58. var propType = concreteValueType.ToPropertyType();
  59. var pp = new PreviewProperty(propType) { name = name };
  60. if (propType == PropertyType.Float)
  61. pp.floatValue = value.x;
  62. else
  63. pp.vector4Value = new Vector4(value.x, value.y, value.z, value.w);
  64. properties.Add(pp);
  65. }
  66. protected override string ConcreteSlotValueAsVariable()
  67. {
  68. var channelCount = SlotValueHelper.GetChannelCount(concreteValueType);
  69. string values = NodeUtils.FloatToShaderValue(value.x);
  70. if (channelCount == 1)
  71. return string.Format("$precision({0})", values);
  72. for (var i = 1; i < channelCount; i++)
  73. values += ", " + NodeUtils.FloatToShaderValue(value[i]);
  74. return string.Format("$precision{0}({1})", channelCount, values);
  75. }
  76. public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
  77. {
  78. if (!generationMode.IsPreview())
  79. return;
  80. var matOwner = owner as AbstractMaterialNode;
  81. if (matOwner == null)
  82. throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
  83. AbstractShaderProperty property;
  84. switch (concreteValueType)
  85. {
  86. case ConcreteSlotValueType.Vector4:
  87. property = new Vector4ShaderProperty();
  88. break;
  89. case ConcreteSlotValueType.Vector3:
  90. property = new Vector3ShaderProperty();
  91. break;
  92. case ConcreteSlotValueType.Vector2:
  93. property = new Vector2ShaderProperty();
  94. break;
  95. case ConcreteSlotValueType.Vector1:
  96. property = new Vector1ShaderProperty();
  97. break;
  98. default:
  99. // This shouldn't happen due to edge validation. The generated shader will
  100. // have errors.
  101. Debug.LogError($"Invalid value type {concreteValueType} passed to Vector Slot {displayName}. Value will be ignored, please plug in an edge with a vector type.");
  102. return;
  103. }
  104. property.overrideReferenceName = matOwner.GetVariableNameForSlot(id);
  105. property.generatePropertyBlock = false;
  106. properties.AddShaderProperty(property);
  107. }
  108. public override void CopyValuesFrom(MaterialSlot foundSlot)
  109. {
  110. var slot = foundSlot as DynamicVectorMaterialSlot;
  111. if (slot != null)
  112. value = slot.value;
  113. }
  114. public override void CopyDefaultValue(MaterialSlot other)
  115. {
  116. base.CopyDefaultValue(other);
  117. if (other is IMaterialSlotHasValue<Vector4> ms)
  118. {
  119. m_DefaultValue = ms.defaultValue;
  120. }
  121. }
  122. }
  123. }