UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Drawing/MaterialEditor/ShaderGraphPropertyDrawers.cs

307 lines
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C#
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2024-10-27 10:53:47 +03:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using UnityEditor;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
using UnityEngine.Rendering;
using Object = UnityEngine.Object;
namespace UnityEditor.ShaderGraph.Drawing
{
internal static class ShaderGraphPropertyDrawers
{
static Dictionary<GraphInputData, bool> s_CompoundPropertyFoldoutStates = new();
public static void DrawShaderGraphGUI(MaterialEditor materialEditor, IEnumerable<MaterialProperty> properties)
{
Material m = materialEditor.target as Material;
Shader s = m.shader;
string path = AssetDatabase.GetAssetPath(s);
ShaderGraphMetadata metadata = null;
foreach (var obj in AssetDatabase.LoadAllAssetsAtPath(path))
{
if (obj is ShaderGraphMetadata meta)
{
metadata = meta;
break;
}
}
if (metadata != null)
DrawShaderGraphGUI(materialEditor, properties, metadata.categoryDatas);
else
PropertiesDefaultGUI(materialEditor, properties);
}
static void PropertiesDefaultGUI(MaterialEditor materialEditor, IEnumerable<MaterialProperty> properties)
{
foreach (var property in properties)
{
if ((property.flags & (MaterialProperty.PropFlags.HideInInspector | MaterialProperty.PropFlags.PerRendererData)) != 0)
continue;
float h = materialEditor.GetPropertyHeight(property, property.displayName);
Rect r = EditorGUILayout.GetControlRect(true, h, EditorStyles.layerMaskField);
materialEditor.ShaderProperty(r, property, property.displayName);
}
}
static Rect GetRect(MaterialProperty prop)
{
return EditorGUILayout.GetControlRect(true, MaterialEditor.GetDefaultPropertyHeight(prop));
}
static MaterialProperty FindProperty(string propertyName, IEnumerable<MaterialProperty> properties)
{
foreach (var prop in properties)
{
if (prop.name == propertyName)
{
return prop;
}
}
return null;
}
public static void DrawShaderGraphGUI(MaterialEditor materialEditor, IEnumerable<MaterialProperty> properties, IEnumerable<MinimalCategoryData> categoryDatas)
{
foreach (MinimalCategoryData mcd in categoryDatas)
{
DrawCategory(materialEditor, properties, mcd);
}
}
static void DrawCategory(MaterialEditor materialEditor, IEnumerable<MaterialProperty> properties, MinimalCategoryData minimalCategoryData)
{
if (minimalCategoryData.categoryName.Length > 0)
{
minimalCategoryData.expanded = EditorGUILayout.BeginFoldoutHeaderGroup(minimalCategoryData.expanded, minimalCategoryData.categoryName);
}
else
{
// force draw if no category name to do foldout on
minimalCategoryData.expanded = true;
}
if (minimalCategoryData.expanded)
{
foreach (var propData in minimalCategoryData.propertyDatas)
{
if (propData.isCompoundProperty == false)
{
MaterialProperty prop = FindProperty(propData.referenceName, properties);
if (prop == null) continue;
DrawMaterialProperty(materialEditor, prop, propData.propertyType, propData.isKeyword, propData.keywordType);
}
else
{
DrawCompoundProperty(materialEditor, properties, propData);
}
}
}
EditorGUILayout.EndFoldoutHeaderGroup();
}
static void DrawCompoundProperty(MaterialEditor materialEditor, IEnumerable<MaterialProperty> properties, GraphInputData compoundPropertyData)
{
EditorGUI.indentLevel++;
bool foldoutState = true;
var exists = s_CompoundPropertyFoldoutStates.ContainsKey(compoundPropertyData);
if (!exists)
s_CompoundPropertyFoldoutStates.Add(compoundPropertyData, true);
else
foldoutState = s_CompoundPropertyFoldoutStates[compoundPropertyData];
foldoutState = EditorGUILayout.Foldout(foldoutState, compoundPropertyData.referenceName);
if (foldoutState)
{
EditorGUI.indentLevel++;
foreach (var subProperty in compoundPropertyData.subProperties)
{
var property = FindProperty(subProperty.referenceName, properties);
if (property == null) continue;
DrawMaterialProperty(materialEditor, property, subProperty.propertyType);
}
EditorGUI.indentLevel--;
}
if (exists)
s_CompoundPropertyFoldoutStates[compoundPropertyData] = foldoutState;
EditorGUI.indentLevel--;
}
static void DrawMaterialProperty(MaterialEditor materialEditor, MaterialProperty property, PropertyType propertyType, bool isKeyword = false, KeywordType keywordType = KeywordType.Boolean)
{
if (isKeyword)
{
switch (keywordType)
{
case KeywordType.Boolean:
DrawBooleanKeyword(materialEditor, property);
break;
case KeywordType.Enum:
DrawEnumKeyword(materialEditor, property);
break;
}
}
else
{
switch (propertyType)
{
case PropertyType.SamplerState:
DrawSamplerStateProperty(materialEditor, property);
break;
case PropertyType.Matrix4:
DrawMatrix4Property(materialEditor, property);
break;
case PropertyType.Matrix3:
DrawMatrix3Property(materialEditor, property);
break;
case PropertyType.Matrix2:
DrawMatrix2Property(materialEditor, property);
break;
case PropertyType.Texture2D:
DrawTexture2DProperty(materialEditor, property);
break;
case PropertyType.Texture2DArray:
DrawTexture2DArrayProperty(materialEditor, property);
break;
case PropertyType.Texture3D:
DrawTexture3DProperty(materialEditor, property);
break;
case PropertyType.Cubemap:
DrawCubemapProperty(materialEditor, property);
break;
case PropertyType.Gradient:
break;
case PropertyType.Vector4:
DrawVector4Property(materialEditor, property);
break;
case PropertyType.Vector3:
DrawVector3Property(materialEditor, property);
break;
case PropertyType.Vector2:
DrawVector2Property(materialEditor, property);
break;
case PropertyType.Float:
DrawFloatProperty(materialEditor, property);
break;
case PropertyType.Boolean:
DrawBooleanProperty(materialEditor, property);
break;
case PropertyType.VirtualTexture:
DrawVirtualTextureProperty(materialEditor, property);
break;
case PropertyType.Color:
DrawColorProperty(materialEditor, property);
break;
}
}
}
static void DrawColorProperty(MaterialEditor materialEditor, MaterialProperty property)
{
materialEditor.ShaderProperty(property, property.displayName);
}
static void DrawEnumKeyword(MaterialEditor materialEditor, MaterialProperty property)
{
materialEditor.ShaderProperty(property, property.displayName);
}
static void DrawBooleanKeyword(MaterialEditor materialEditor, MaterialProperty property)
{
materialEditor.ShaderProperty(property, property.displayName);
}
static void DrawVirtualTextureProperty(MaterialEditor materialEditor, MaterialProperty property)
{
}
static void DrawBooleanProperty(MaterialEditor materialEditor, MaterialProperty property)
{
materialEditor.ShaderProperty(property, property.displayName);
}
static void DrawFloatProperty(MaterialEditor materialEditor, MaterialProperty property)
{
materialEditor.ShaderProperty(property, property.displayName);
}
static void DrawVector2Property(MaterialEditor materialEditor, MaterialProperty property)
{
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = property.hasMixedValue;
Vector2 newValue = EditorGUI.Vector2Field(GetRect(property), property.displayName, new Vector2(property.vectorValue.x, property.vectorValue.y));
EditorGUI.showMixedValue = false;
if (EditorGUI.EndChangeCheck())
{
property.vectorValue = newValue;
}
}
static void DrawVector3Property(MaterialEditor materialEditor, MaterialProperty property)
{
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = property.hasMixedValue;
Vector3 newValue = EditorGUI.Vector3Field(GetRect(property), property.displayName, new Vector3(property.vectorValue.x, property.vectorValue.y, property.vectorValue.z));
EditorGUI.showMixedValue = false;
if (EditorGUI.EndChangeCheck())
{
property.vectorValue = newValue;
}
}
static void DrawVector4Property(MaterialEditor materialEditor, MaterialProperty property)
{
materialEditor.ShaderProperty(property, property.displayName);
}
static void DrawCubemapProperty(MaterialEditor materialEditor, MaterialProperty property)
{
materialEditor.ShaderProperty(property, property.displayName);
}
static void DrawTexture3DProperty(MaterialEditor materialEditor, MaterialProperty property)
{
materialEditor.ShaderProperty(property, property.displayName);
}
static void DrawTexture2DArrayProperty(MaterialEditor materialEditor, MaterialProperty property)
{
materialEditor.ShaderProperty(property, property.displayName);
}
static void DrawTexture2DProperty(MaterialEditor materialEditor, MaterialProperty property)
{
materialEditor.ShaderProperty(property, property.displayName);
}
static void DrawMatrix2Property(MaterialEditor materialEditor, MaterialProperty property)
{
//we dont expose
}
static void DrawMatrix3Property(MaterialEditor materialEditor, MaterialProperty property)
{
//we dont expose
}
static void DrawMatrix4Property(MaterialEditor materialEditor, MaterialProperty property)
{
//we dont expose
}
static void DrawSamplerStateProperty(MaterialEditor materialEditor, MaterialProperty property)
{
//we dont expose
}
}
}