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Vector2MaterialSlot.cs 4.4KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEditor.Graphing;
  4. using UnityEditor.ShaderGraph.Drawing.Slots;
  5. using UnityEditor.ShaderGraph.Internal;
  6. using UnityEngine;
  7. using UnityEngine.UIElements;
  8. namespace UnityEditor.ShaderGraph
  9. {
  10. [Serializable]
  11. class Vector2MaterialSlot : MaterialSlot, IMaterialSlotHasValue<Vector2>
  12. {
  13. [SerializeField]
  14. Vector2 m_Value;
  15. [SerializeField]
  16. Vector2 m_DefaultValue = Vector2.zero;
  17. [SerializeField]
  18. string[] m_Labels; // this can be null, which means fallback to k_LabelDefaults
  19. bool m_Integer = false;
  20. static readonly string[] k_LabelDefaults = { "X", "Y" };
  21. string[] labels
  22. {
  23. get
  24. {
  25. if ((m_Labels == null) || (m_Labels.Length != k_LabelDefaults.Length))
  26. return k_LabelDefaults;
  27. return m_Labels;
  28. }
  29. }
  30. public Vector2MaterialSlot()
  31. {
  32. }
  33. public Vector2MaterialSlot(
  34. int slotId,
  35. string displayName,
  36. string shaderOutputName,
  37. SlotType slotType,
  38. Vector2 value,
  39. ShaderStageCapability stageCapability = ShaderStageCapability.All,
  40. string label1 = null,
  41. string label2 = null,
  42. bool hidden = false,
  43. bool integer = false)
  44. : base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden)
  45. {
  46. m_Value = value;
  47. m_Integer = integer;
  48. if ((label1 != null) || (label2 != null))
  49. {
  50. m_Labels = new[]
  51. {
  52. label1 ?? k_LabelDefaults[0],
  53. label2 ?? k_LabelDefaults[1]
  54. };
  55. }
  56. }
  57. public Vector2 defaultValue { get { return m_DefaultValue; } }
  58. public Vector2 value
  59. {
  60. get { return m_Value; }
  61. set { m_Value = value; }
  62. }
  63. public override bool isDefaultValue => value.Equals(defaultValue);
  64. public override VisualElement InstantiateControl()
  65. {
  66. if (m_Integer)
  67. {
  68. return new MultiIntegerSlotControlView(owner, labels, () => value, (newValue) => value = newValue);
  69. }
  70. else
  71. {
  72. return new MultiFloatSlotControlView(owner, labels, () => value, (newValue) => value = newValue);
  73. }
  74. }
  75. protected override string ConcreteSlotValueAsVariable()
  76. {
  77. return string.Format("$precision2 ({0}, {1})"
  78. , NodeUtils.FloatToShaderValue(value.x)
  79. , NodeUtils.FloatToShaderValue(value.y));
  80. }
  81. public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
  82. {
  83. if (!generationMode.IsPreview())
  84. return;
  85. var matOwner = owner as AbstractMaterialNode;
  86. if (matOwner == null)
  87. throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
  88. var property = new Vector2ShaderProperty
  89. {
  90. overrideReferenceName = matOwner.GetVariableNameForSlot(id),
  91. generatePropertyBlock = false,
  92. value = value
  93. };
  94. properties.AddShaderProperty(property);
  95. }
  96. public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
  97. {
  98. var pp = new PreviewProperty(PropertyType.Vector2)
  99. {
  100. name = name,
  101. vector4Value = new Vector4(value.x, value.y, 0, 0),
  102. };
  103. properties.Add(pp);
  104. }
  105. public override SlotValueType valueType { get { return SlotValueType.Vector2; } }
  106. public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector2; } }
  107. public override void CopyValuesFrom(MaterialSlot foundSlot)
  108. {
  109. var slot = foundSlot as Vector2MaterialSlot;
  110. if (slot != null)
  111. value = slot.value;
  112. }
  113. public override void CopyDefaultValue(MaterialSlot other)
  114. {
  115. base.CopyDefaultValue(other);
  116. if (other is IMaterialSlotHasValue<Vector2> ms)
  117. {
  118. m_DefaultValue = ms.defaultValue;
  119. }
  120. }
  121. }
  122. }