UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Data/Graphs/SamplerStateMaterialSlot.cs
2024-10-27 10:53:47 +03:00

95 lines
3.5 KiB
C#

using System;
using UnityEditor.Graphing;
using UnityEngine;
namespace UnityEditor.ShaderGraph
{
[Serializable]
class SamplerStateMaterialSlot : MaterialSlot
{
public SamplerStateMaterialSlot()
{
}
public SamplerStateMaterialSlot(
int slotId,
string displayName,
string shaderOutputName,
SlotType slotType,
ShaderStageCapability stageCapability = ShaderStageCapability.All,
bool hidden = false)
: base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden)
{
}
[SerializeField]
bool m_BareResource = false;
internal override bool bareResource
{
get { return m_BareResource; }
set { m_BareResource = value; }
}
// NOT serialized -- this is always set by the parent node if they care about it
public TextureSamplerState defaultSamplerState { get; set; }
public string defaultSamplerStateName => defaultSamplerState?.defaultPropertyName ?? "SamplerState_Linear_Repeat";
public override void AppendHLSLParameterDeclaration(ShaderStringBuilder sb, string paramName)
{
if (m_BareResource)
{
// we have to use our modified macro declaration here
// (the standard SAMPLER macro doesn't declare anything, so the commas will be messed up in the parameter list)
sb.Append("SAMPLER(");
sb.Append(paramName);
sb.Append(")");
}
else
base.AppendHLSLParameterDeclaration(sb, paramName);
}
public override string GetDefaultValue(GenerationMode generationMode)
{
var nodeOwner = owner as AbstractMaterialNode;
if (nodeOwner == null)
throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
return $"UnityBuildSamplerStateStruct({defaultSamplerStateName})";
}
public override SlotValueType valueType { get { return SlotValueType.SamplerState; } }
public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.SamplerState; } }
public override bool isDefaultValue => true;
public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
{
var nodeOwner = owner as AbstractMaterialNode;
if (nodeOwner == null)
throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
properties.AddShaderProperty(new SamplerStateShaderProperty()
{
value = defaultSamplerState ?? new TextureSamplerState()
{
filter = TextureSamplerState.FilterMode.Linear,
wrap = TextureSamplerState.WrapMode.Repeat
},
overrideReferenceName = defaultSamplerStateName,
generatePropertyBlock = false,
});
}
public override void CopyValuesFrom(MaterialSlot foundSlot)
{ }
public override void CopyDefaultValue(MaterialSlot other)
{
base.CopyDefaultValue(other);
if (other is SamplerStateMaterialSlot ms)
{
defaultSamplerState = ms.defaultSamplerState;
}
}
}
}