using System; using System.Text; using UnityEditor.Graphing; using UnityEngine; namespace UnityEditor.ShaderGraph.Internal { [Serializable] [FormerName("UnityEditor.ShaderGraph.TextureShaderProperty")] [BlackboardInputInfo(50)] public sealed class Texture2DShaderProperty : AbstractShaderProperty { public enum DefaultType { White, Black, Grey, Bump } internal Texture2DShaderProperty() { displayName = "Texture2D"; value = new SerializableTexture(); } public override PropertyType propertyType => PropertyType.Texture2D; 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}\", 2D) = \"{defaultType.ToString().ToLower()}\" {{}}"; } // Texture2D properties cannot be set via Hybrid path at the moment; disallow that choice internal override bool AllowHLSLDeclaration(HLSLDeclaration decl) => (decl != HLSLDeclaration.HybridPerInstance) && (decl != HLSLDeclaration.DoNotDeclare); internal override void ForeachHLSLProperty(Action action) { HLSLDeclaration decl = (generatePropertyBlock ? HLSLDeclaration.UnityPerMaterial : HLSLDeclaration.Global); action(new HLSLProperty(HLSLType._Texture2D, referenceName, HLSLDeclaration.Global)); action(new HLSLProperty(HLSLType._SamplerState, "sampler" + referenceName, HLSLDeclaration.Global)); action(new HLSLProperty(HLSLType._float4, referenceName + "_TexelSize", decl)); // action(new HLSLProperty(HLSLType._float4, referenceName + "_ST", decl)); // TODO: allow users to make use of the ST values } internal override string GetPropertyAsArgumentString() { return "UnityTexture2D " + referenceName; } internal override string GetPropertyAsArgumentStringForVFX() { return "TEXTURE2D(" + referenceName + ")"; } internal override string GetHLSLVariableName(bool isSubgraphProperty) { if (isSubgraphProperty) return referenceName; else return $"UnityBuildTexture2DStructNoScale({referenceName})"; } [SerializeField] bool m_Modifiable = true; internal bool modifiable { get => m_Modifiable; set => m_Modifiable = value; } [SerializeField] DefaultType m_DefaultType = DefaultType.White; public DefaultType defaultType { get { return m_DefaultType; } set { m_DefaultType = value; } } internal override AbstractMaterialNode ToConcreteNode() { return new Texture2DAssetNode { texture = value.texture }; } internal override PreviewProperty GetPreviewMaterialProperty() { return new PreviewProperty(propertyType) { name = referenceName, textureValue = value.texture, texture2DDefaultType = defaultType }; } internal override ShaderInput Copy() { return new Texture2DShaderProperty() { displayName = displayName, value = value, defaultType = defaultType, }; } } }