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