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- using System;
- using UnityEngine;
-
- namespace UnityEditor.ShaderGraph.Internal
- {
- [Serializable]
- [FormerName("UnityEditor.ShaderGraph.Texture2DArrayShaderProperty")]
- [BlackboardInputInfo(51)]
- public class Texture2DArrayShaderProperty : AbstractShaderProperty<SerializableTextureArray>
- {
- internal Texture2DArrayShaderProperty()
- {
- displayName = "Texture2D Array";
- value = new SerializableTextureArray();
- }
-
- public override PropertyType propertyType => PropertyType.Texture2DArray;
-
- internal override bool isExposable => true;
- internal override bool isRenamable => true;
-
- internal string modifiableTagString => modifiable ? "" : "[NonModifiableTextureData]";
-
- internal override string GetPropertyBlockString()
- {
- return $"{hideTagString}{modifiableTagString}[NoScaleOffset]{referenceName}(\"{displayName}\", 2DArray) = \"\" {{}}";
- }
-
- internal override bool AllowHLSLDeclaration(HLSLDeclaration decl) => (decl != HLSLDeclaration.HybridPerInstance) && (decl != HLSLDeclaration.DoNotDeclare);
-
- internal override void ForeachHLSLProperty(Action<HLSLProperty> action)
- {
- action(new HLSLProperty(HLSLType._Texture2DArray, referenceName, HLSLDeclaration.Global));
- action(new HLSLProperty(HLSLType._SamplerState, "sampler" + referenceName, HLSLDeclaration.Global));
- }
-
- internal override string GetPropertyAsArgumentString(string precisionString)
- {
- return "UnityTexture2DArray " + referenceName;
- }
-
- internal override string GetPropertyAsArgumentStringForVFX(string precisionString)
- {
- return "TEXTURE2D_ARRAY(" + referenceName + ")";
- }
-
- internal override string GetHLSLVariableName(bool isSubgraphProperty, GenerationMode mode)
- {
- if (isSubgraphProperty)
- return referenceName;
- else
- return $"UnityBuildTexture2DArrayStruct({referenceName})";
- }
-
- [SerializeField]
- bool m_Modifiable = true;
-
- internal bool modifiable
- {
- get => m_Modifiable;
- set => m_Modifiable = value;
- }
-
- internal override AbstractMaterialNode ToConcreteNode()
- {
- return new Texture2DArrayAssetNode { texture = value.textureArray };
- }
-
- internal override PreviewProperty GetPreviewMaterialProperty()
- {
- return new PreviewProperty(propertyType)
- {
- name = referenceName,
- textureValue = value.textureArray
- };
- }
-
- internal override ShaderInput Copy()
- {
- return new Texture2DArrayShaderProperty()
- {
- displayName = displayName,
- value = value,
- };
- }
- }
- }
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