76 lines
2.1 KiB
C#
76 lines
2.1 KiB
C#
using System;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[BlackboardInputInfo(80)]
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class SamplerStateShaderProperty : AbstractShaderProperty<TextureSamplerState>
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{
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public SamplerStateShaderProperty()
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{
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displayName = "SamplerState";
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value = new TextureSamplerState();
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}
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public override PropertyType propertyType => PropertyType.SamplerState;
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internal override bool isExposable => false;
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internal override bool isRenamable => false;
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public override TextureSamplerState value
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{
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get => base.value;
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set
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{
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overrideReferenceName = $"SamplerState_{value.filter}_{value.wrap}";
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base.value = value;
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}
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}
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internal override bool AllowHLSLDeclaration(HLSLDeclaration decl) => false; // disable UI, nothing to choose
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internal override void ForeachHLSLProperty(Action<HLSLProperty> action)
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{
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action(new HLSLProperty(HLSLType._SamplerState, referenceName, HLSLDeclaration.Global));
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}
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internal override string GetPropertyAsArgumentString()
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{
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return $"UnitySamplerState {referenceName}";
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}
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internal override string GetHLSLVariableName(bool isSubgraphProperty)
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{
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if (isSubgraphProperty)
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return referenceName;
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else
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return $"UnityBuildSamplerStateStruct({referenceName})";
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}
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internal override AbstractMaterialNode ToConcreteNode()
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{
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return new SamplerStateNode()
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{
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filter = value.filter,
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wrap = value.wrap
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};
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}
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internal override PreviewProperty GetPreviewMaterialProperty()
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{
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return default(PreviewProperty);
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}
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internal override ShaderInput Copy()
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{
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return new SamplerStateShaderProperty()
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{
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displayName = displayName,
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value = value,
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};
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}
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}
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}
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