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GradientShaderProperty.cs 3.8KB

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  1. using System;
  2. using System.Text;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. using UnityEditor.ShaderGraph.Drawing.Controls;
  6. using UnityEngine;
  7. using UnityEditor.Graphing;
  8. using UnityEditor.ShaderGraph.Internal;
  9. namespace UnityEditor.ShaderGraph
  10. {
  11. [Serializable]
  12. [BlackboardInputInfo(30)]
  13. class GradientShaderProperty : AbstractShaderProperty<Gradient>
  14. {
  15. public GradientShaderProperty()
  16. {
  17. displayName = "Gradient";
  18. value = new Gradient();
  19. }
  20. public override PropertyType propertyType => PropertyType.Gradient;
  21. internal override bool isExposable => false;
  22. internal override bool isRenamable => true;
  23. internal override bool AllowHLSLDeclaration(HLSLDeclaration decl) => false; // disable UI, nothing to choose
  24. internal override void ForeachHLSLProperty(Action<HLSLProperty> action)
  25. {
  26. Action<ShaderStringBuilder> customDecl = (builder) =>
  27. {
  28. StringBuilder colors = new("{");
  29. StringBuilder alphas = new("{");
  30. for (int i = 0; i < 8; ++i)
  31. {
  32. if (i < value.colorKeys.Length)
  33. colors.AppendFormat("{0}4({1},{2},{3},{4})"
  34. , concretePrecision.ToShaderString()
  35. , NodeUtils.FloatToShaderValue(value.colorKeys[i].color.r)
  36. , NodeUtils.FloatToShaderValue(value.colorKeys[i].color.g)
  37. , NodeUtils.FloatToShaderValue(value.colorKeys[i].color.b)
  38. , NodeUtils.FloatToShaderValue(value.colorKeys[i].time));
  39. else colors.AppendFormat("{0}4(0,0,0,0)", concretePrecision.ToShaderString());
  40. if (i < value.alphaKeys.Length)
  41. alphas.AppendFormat("{0}2({1},{2})"
  42. , concretePrecision.ToShaderString()
  43. , NodeUtils.FloatToShaderValue(value.alphaKeys[i].alpha)
  44. , NodeUtils.FloatToShaderValue(value.alphaKeys[i].time));
  45. else alphas.AppendFormat("{0}2(0,0)", concretePrecision.ToShaderString());
  46. if (i < 7)
  47. {
  48. colors.Append(",");
  49. alphas.Append(",");
  50. }
  51. else
  52. {
  53. colors.Append("}");
  54. alphas.Append("}");
  55. }
  56. }
  57. builder.AppendLine("static Gradient {0} = {{{1},{2},{3},{4},{5}}};"
  58. , referenceName
  59. , (int)value.mode
  60. , value.colorKeys.Length
  61. , value.alphaKeys.Length
  62. , colors.ToString()
  63. , alphas.ToString());
  64. };
  65. action(
  66. new HLSLProperty(HLSLType._CUSTOM, referenceName, HLSLDeclaration.Global, concretePrecision)
  67. {
  68. customDeclaration = customDecl
  69. });
  70. }
  71. internal override string GetPropertyAsArgumentString(string precisionString)
  72. {
  73. return "Gradient " + referenceName;
  74. }
  75. internal override AbstractMaterialNode ToConcreteNode()
  76. {
  77. return new GradientNode { gradient = value };
  78. }
  79. internal override PreviewProperty GetPreviewMaterialProperty()
  80. {
  81. return new PreviewProperty(propertyType)
  82. {
  83. name = referenceName,
  84. gradientValue = value
  85. };
  86. }
  87. internal override ShaderInput Copy()
  88. {
  89. return new GradientShaderProperty
  90. {
  91. displayName = displayName,
  92. value = value,
  93. };
  94. }
  95. }
  96. }