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PixelJumperHero/Library/PackageCache/com.unity.shadergraph@11.0.0/Editor/Data/Graphs/Texture2DShaderProperty.cs
2021-06-13 10:28:03 +02:00

108 lines
3.6 KiB
C#

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<SerializableTexture>
{
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<HLSLProperty> 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,
};
}
}
}