92 lines
3.1 KiB
C#
92 lines
3.1 KiB
C#
using System;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[BlackboardInputInfo(80)]
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class SamplerStateShaderProperty : AbstractShaderProperty<TextureSamplerState>
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{
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public SamplerStateShaderProperty()
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{
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displayName = "SamplerState";
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value = new TextureSamplerState();
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}
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public override PropertyType propertyType => PropertyType.SamplerState;
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// Sampler States cannot be exposed on a Material
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internal override bool isExposable => false;
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// subgraph Sampler States can be renamed
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// just the actual properties they create will always have fixed names
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internal override bool isRenamable => true;
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internal override bool isReferenceRenamable => false;
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// this is the fixed naming scheme for actual samplerstates properties
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string propertyReferenceName => value.defaultPropertyName;
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public override string referenceNameForEditing => propertyReferenceName;
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internal override bool AllowHLSLDeclaration(HLSLDeclaration decl) => false; // disable UI, nothing to choose
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internal override void ForeachHLSLProperty(Action<HLSLProperty> action)
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{
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action(new HLSLProperty(HLSLType._SamplerState, propertyReferenceName, HLSLDeclaration.Global));
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}
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internal override string GetPropertyAsArgumentString(string precisionString)
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{
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return $"UnitySamplerState {referenceName}";
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}
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internal override string GetHLSLVariableName(bool isSubgraphProperty, GenerationMode mode)
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{
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if (isSubgraphProperty)
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return referenceName;
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else
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return $"UnityBuildSamplerStateStruct({propertyReferenceName})";
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}
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internal override AbstractMaterialNode ToConcreteNode()
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{
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return new SamplerStateNode()
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{
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filter = value.filter,
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wrap = value.wrap
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};
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}
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internal override PreviewProperty GetPreviewMaterialProperty()
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{
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return default(PreviewProperty);
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}
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internal override ShaderInput Copy()
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{
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return new SamplerStateShaderProperty()
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{
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displayName = displayName,
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value = value,
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};
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}
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public override int latestVersion => 1;
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public override void OnAfterDeserialize(string json)
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{
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if (sgVersion == 0)
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{
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// we no longer require forced reference names on sampler state properties
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// as we enforce custom property naming by simply not using the reference name
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// this allows us to use the real reference name for subgraph parameters
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// however we must clear out the old reference name first (as it was always hard-coded)
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// this will fallback to the default ref name
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overrideReferenceName = null;
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var unused = referenceName;
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ChangeVersion(1);
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}
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}
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}
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}
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