UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Data/Graphs/Matrix4ShaderProperty.cs
2024-10-27 10:53:47 +03:00

68 lines
2.0 KiB
C#

using System;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Serializable]
[BlackboardInputInfo(72)]
class Matrix4ShaderProperty : MatrixShaderProperty
{
public Matrix4ShaderProperty()
{
displayName = "Matrix4x4";
value = Matrix4x4.identity;
}
public override PropertyType propertyType => PropertyType.Matrix4;
internal override string GetPropertyAsArgumentString(string precisionString)
{
return $"{precisionString}4x4 {referenceName}";
}
internal override AbstractMaterialNode ToConcreteNode()
{
return new Matrix4Node
{
row0 = new Vector4(value.m00, value.m01, value.m02, value.m03),
row1 = new Vector4(value.m10, value.m11, value.m12, value.m13),
row2 = new Vector4(value.m20, value.m21, value.m22, value.m23),
row3 = new Vector4(value.m30, value.m31, value.m32, value.m33)
};
}
internal override PreviewProperty GetPreviewMaterialProperty()
{
return new PreviewProperty(propertyType)
{
name = referenceName,
matrixValue = value
};
}
internal override ShaderInput Copy()
{
return new Matrix4ShaderProperty()
{
displayName = displayName,
value = value,
};
}
public override int latestVersion => 1;
public override void OnAfterDeserialize(string json)
{
if (sgVersion == 0)
{
// all old matrices were declared global; yes even if flagged hybrid!
// maintain old behavior on versioning, users can always change the override if they wish
overrideHLSLDeclaration = true;
hlslDeclarationOverride = HLSLDeclaration.Global;
ChangeVersion(1);
}
}
}
}