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

90 lines
2.8 KiB
C#

using System;
using System.Text;
using UnityEditor.Graphing;
using UnityEngine;
namespace UnityEditor.ShaderGraph.Internal
{
[Serializable]
[FormerName("UnityEditor.ShaderGraph.CubemapShaderProperty")]
[BlackboardInputInfo(53)]
public sealed class CubemapShaderProperty : AbstractShaderProperty<SerializableCubemap>
{
internal CubemapShaderProperty()
{
displayName = "Cubemap";
value = new SerializableCubemap();
}
public override PropertyType propertyType => PropertyType.Cubemap;
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}\", CUBE) = \"\" {{}}";
}
internal override bool AllowHLSLDeclaration(HLSLDeclaration decl) => (decl != HLSLDeclaration.HybridPerInstance) && (decl != HLSLDeclaration.DoNotDeclare);
internal override void ForeachHLSLProperty(Action<HLSLProperty> action)
{
action(new HLSLProperty(HLSLType._TextureCube, referenceName, HLSLDeclaration.Global));
action(new HLSLProperty(HLSLType._SamplerState, "sampler" + referenceName, HLSLDeclaration.Global));
}
internal override string GetPropertyAsArgumentString(string precisionString)
{
return "UnityTextureCube " + referenceName;
}
internal override string GetPropertyAsArgumentStringForVFX(string precisionString)
{
return "TEXTURECUBE(" + referenceName + ")";
}
internal override string GetHLSLVariableName(bool isSubgraphProperty, GenerationMode mode)
{
if (isSubgraphProperty)
return referenceName;
else
return $"UnityBuildTextureCubeStruct({referenceName})";
}
[SerializeField]
bool m_Modifiable = true;
internal bool modifiable
{
get => m_Modifiable;
set => m_Modifiable = value;
}
internal override AbstractMaterialNode ToConcreteNode()
{
return new CubemapAssetNode { cubemap = value.cubemap };
}
internal override PreviewProperty GetPreviewMaterialProperty()
{
return new PreviewProperty(propertyType)
{
name = referenceName,
cubemapValue = value.cubemap
};
}
internal override ShaderInput Copy()
{
return new CubemapShaderProperty()
{
displayName = displayName,
value = value,
};
}
}
}