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- using System;
- using System.Runtime.InteropServices;
- using UnityEngine;
- using UnityEditor.ShaderGraph.Internal;
-
- namespace UnityEditor.ShaderGraph
- {
- struct PreviewProperty
- {
- public string name { get; set; }
- public PropertyType propType { get; private set; }
-
- public PreviewProperty(PropertyType type) : this()
- {
- propType = type;
- }
-
- [StructLayout(LayoutKind.Explicit)]
- struct ClassData
- {
- [FieldOffset(0)]
- public Texture textureValue;
- [FieldOffset(0)]
- public Cubemap cubemapValue;
- [FieldOffset(0)]
- public Gradient gradientValue;
- [FieldOffset(0)]
- public VirtualTextureShaderProperty vtProperty;
- }
-
- [StructLayout(LayoutKind.Explicit)]
- struct StructData
- {
- [FieldOffset(0)]
- public Color colorValue;
- [FieldOffset(0)]
- public Vector4 vector4Value;
- [FieldOffset(0)]
- public float floatValue;
- [FieldOffset(0)]
- public bool booleanValue;
- [FieldOffset(0)]
- public Matrix4x4 matrixValue;
- }
-
- ClassData m_ClassData;
- StructData m_StructData;
- Texture2DShaderProperty.DefaultType m_texture2dDefaultType;
-
- public Color colorValue
- {
- get
- {
- if (propType != PropertyType.Color)
- throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Color, propType));
- return m_StructData.colorValue;
- }
- set
- {
- if (propType != PropertyType.Color)
- throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Color, propType));
- m_StructData.colorValue = value;
- }
- }
-
- public Texture textureValue
- {
- get
- {
- if (propType != PropertyType.Texture2D && propType != PropertyType.Texture2DArray && propType != PropertyType.Texture3D)
- throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Texture2D, propType));
- return m_ClassData.textureValue;
- }
- set
- {
- if (propType != PropertyType.Texture2D && propType != PropertyType.Texture2DArray && propType != PropertyType.Texture3D)
- throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Texture2D, propType));
- m_ClassData.textureValue = value;
- }
- }
-
- public Texture2DShaderProperty.DefaultType texture2DDefaultType
- {
- get
- {
- if (propType != PropertyType.Texture2D)
- throw new ArgumentException(string.Format(k_GetErrorMessage, "Texture2DShaderProperty.DefaultType", propType));
- return m_texture2dDefaultType;
- }
- set
- {
- if (propType != PropertyType.Texture2D)
- throw new ArgumentException(string.Format(k_GetErrorMessage, "Texture2DShaderProperty.DefaultType", propType));
- m_texture2dDefaultType = value;
- }
- }
-
- public Cubemap cubemapValue
- {
- get
- {
- if (propType != PropertyType.Cubemap)
- throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Cubemap, propType));
- return m_ClassData.cubemapValue;
- }
- set
- {
- if (propType != PropertyType.Cubemap)
- throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Cubemap, propType));
- m_ClassData.cubemapValue = value;
- }
- }
-
- public Gradient gradientValue
- {
- get
- {
- if (propType != PropertyType.Gradient)
- throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Gradient, propType));
- return m_ClassData.gradientValue;
- }
- set
- {
- if (propType != PropertyType.Gradient)
- throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Gradient, propType));
- m_ClassData.gradientValue = value;
- }
- }
-
- public VirtualTextureShaderProperty vtProperty
- {
- get
- {
- if (propType != PropertyType.VirtualTexture)
- throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Gradient, propType));
- return m_ClassData.vtProperty;
- }
- set
- {
- if (propType != PropertyType.VirtualTexture)
- throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Gradient, propType));
- m_ClassData.vtProperty = value;
- }
- }
-
- public Vector4 vector4Value
- {
- get
- {
- if (propType != PropertyType.Vector2 && propType != PropertyType.Vector3 && propType != PropertyType.Vector4)
- throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Vector4, propType));
- return m_StructData.vector4Value;
- }
- set
- {
- if (propType != PropertyType.Vector2 && propType != PropertyType.Vector3 && propType != PropertyType.Vector4
- && propType != PropertyType.Matrix2 && propType != PropertyType.Matrix3 && propType != PropertyType.Matrix4)
- throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Vector4, propType));
- m_StructData.vector4Value = value;
- }
- }
-
- public float floatValue
- {
- get
- {
- if (propType != PropertyType.Float)
- throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Float, propType));
- return m_StructData.floatValue;
- }
- set
- {
- if (propType != PropertyType.Float)
- throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Float, propType));
- m_StructData.floatValue = value;
- }
- }
-
- public bool booleanValue
- {
- get
- {
- if (propType != PropertyType.Boolean)
- throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Boolean, propType));
- return m_StructData.booleanValue;
- }
- set
- {
- if (propType != PropertyType.Boolean)
- throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Boolean, propType));
- m_StructData.booleanValue = value;
- }
- }
-
- public Matrix4x4 matrixValue
- {
- get
- {
- if (propType != PropertyType.Matrix2 && propType != PropertyType.Matrix3 && propType != PropertyType.Matrix4)
- throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Boolean, propType));
- return m_StructData.matrixValue;
- }
- set
- {
- if (propType != PropertyType.Matrix2 && propType != PropertyType.Matrix3 && propType != PropertyType.Matrix4)
- throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Boolean, propType));
- m_StructData.matrixValue = value;
- }
- }
-
- const string k_SetErrorMessage = "Cannot set a {0} property on a PreviewProperty with type {1}.";
- const string k_GetErrorMessage = "Cannot get a {0} property on a PreviewProperty with type {1}.";
-
- public void SetValueOnMaterialPropertyBlock(MaterialPropertyBlock mat)
- {
- if ((propType == PropertyType.Texture2D || propType == PropertyType.Texture2DArray || propType == PropertyType.Texture3D))
- {
- if (m_ClassData.textureValue == null)
- {
- // there's no way to set the texture back to NULL
- // and no way to delete the property either
- // so instead we set the value to what we know the default will be
- // (all textures in ShaderGraph default to white)
- switch (m_texture2dDefaultType)
- {
- case Texture2DShaderProperty.DefaultType.White:
- mat.SetTexture(name, Texture2D.whiteTexture);
- break;
- case Texture2DShaderProperty.DefaultType.Black:
- mat.SetTexture(name, Texture2D.blackTexture);
- break;
- case Texture2DShaderProperty.DefaultType.Grey:
- mat.SetTexture(name, Texture2D.grayTexture);
- break;
- case Texture2DShaderProperty.DefaultType.NormalMap:
- mat.SetTexture(name, Texture2D.normalTexture);
- break;
- case Texture2DShaderProperty.DefaultType.LinearGrey:
- mat.SetTexture(name, Texture2D.linearGrayTexture);
- break;
- case Texture2DShaderProperty.DefaultType.Red:
- mat.SetTexture(name, Texture2D.redTexture);
- break;
- }
- }
- else
- mat.SetTexture(name, m_ClassData.textureValue);
- }
- else if (propType == PropertyType.Cubemap)
- {
- if (m_ClassData.cubemapValue == null)
- {
- // there's no way to set the texture back to NULL
- // and no way to delete the property either
- // so instead we set the value to what we know the default will be
- // (all textures in ShaderGraph default to white)
- // there's no Cubemap.whiteTexture, but this seems to work
- mat.SetTexture(name, Texture2D.whiteTexture);
- }
- else
- mat.SetTexture(name, m_ClassData.cubemapValue);
- }
- else if (propType == PropertyType.Color)
- mat.SetColor(name, m_StructData.colorValue);
- else if (propType == PropertyType.Vector2 || propType == PropertyType.Vector3 || propType == PropertyType.Vector4)
- mat.SetVector(name, m_StructData.vector4Value);
- else if (propType == PropertyType.Float)
- mat.SetFloat(name, m_StructData.floatValue);
- else if (propType == PropertyType.Boolean)
- mat.SetFloat(name, m_StructData.booleanValue ? 1 : 0);
- else if (propType == PropertyType.Matrix2 || propType == PropertyType.Matrix3 || propType == PropertyType.Matrix4)
- mat.SetMatrix(name, m_StructData.matrixValue);
- else if (propType == PropertyType.Gradient)
- {
- mat.SetFloat(string.Format("{0}_Type", name), (int)m_ClassData.gradientValue.mode);
- mat.SetFloat(string.Format("{0}_ColorsLength", name), m_ClassData.gradientValue.colorKeys.Length);
- mat.SetFloat(string.Format("{0}_AlphasLength", name), m_ClassData.gradientValue.alphaKeys.Length);
- for (int i = 0; i < 8; i++)
- mat.SetVector(string.Format("{0}_ColorKey{1}", name, i), i < m_ClassData.gradientValue.colorKeys.Length ? GradientUtil.ColorKeyToVector(m_ClassData.gradientValue.colorKeys[i]) : Vector4.zero);
- for (int i = 0; i < 8; i++)
- mat.SetVector(string.Format("{0}_AlphaKey{1}", name, i), i < m_ClassData.gradientValue.alphaKeys.Length ? GradientUtil.AlphaKeyToVector(m_ClassData.gradientValue.alphaKeys[i]) : Vector2.zero);
- }
- else if (propType == PropertyType.VirtualTexture)
- {
- // virtual texture assignments are not supported via the material property block, we must assign them to the materials
- }
- }
- }
- }
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