Firstborn/Library/PackageCache/com.unity.shadergraph@12.1.8/Editor/Data/Graphs/GradientShaderProperty.cs

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C#
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2023-03-28 13:24:16 -04:00
using System;
using System.Text;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Serializable]
[BlackboardInputInfo(30)]
class GradientShaderProperty : AbstractShaderProperty<Gradient>
{
public GradientShaderProperty()
{
displayName = "Gradient";
value = new Gradient();
}
public override PropertyType propertyType => PropertyType.Gradient;
internal override bool isExposable => false;
internal override bool isRenamable => true;
internal override bool AllowHLSLDeclaration(HLSLDeclaration decl) => false; // disable UI, nothing to choose
internal override void ForeachHLSLProperty(Action<HLSLProperty> action)
{
Action<ShaderStringBuilder> customDecl = (builder) =>
{
builder.AppendLine("Gradient {0}_Definition()", referenceName);
using (builder.BlockScope())
{
string[] colors = new string[8];
for (int i = 0; i < colors.Length; i++)
colors[i] = string.Format("g.colors[{0}] = {1}4(0, 0, 0, 0);", i, concretePrecision.ToShaderString());
for (int i = 0; i < value.colorKeys.Length; i++)
colors[i] = string.Format("g.colors[{0}] = {1}4({2}, {3}, {4}, {5});"
, i
, concretePrecision.ToShaderString()
, NodeUtils.FloatToShaderValue(value.colorKeys[i].color.r)
, NodeUtils.FloatToShaderValue(value.colorKeys[i].color.g)
, NodeUtils.FloatToShaderValue(value.colorKeys[i].color.b)
, NodeUtils.FloatToShaderValue(value.colorKeys[i].time));
string[] alphas = new string[8];
for (int i = 0; i < alphas.Length; i++)
alphas[i] = string.Format("g.alphas[{0}] = {1}2(0, 0);", i, concretePrecision.ToShaderString());
for (int i = 0; i < value.alphaKeys.Length; i++)
alphas[i] = string.Format("g.alphas[{0}] = {1}2({2}, {3});"
, i
, concretePrecision.ToShaderString()
, NodeUtils.FloatToShaderValue(value.alphaKeys[i].alpha)
, NodeUtils.FloatToShaderValue(value.alphaKeys[i].time));
builder.AppendLine("Gradient g;");
builder.AppendLine("g.type = {0};",
(int)value.mode);
builder.AppendLine("g.colorsLength = {0};",
value.colorKeys.Length);
builder.AppendLine("g.alphasLength = {0};",
value.alphaKeys.Length);
for (int i = 0; i < colors.Length; i++)
builder.AppendLine(colors[i]);
for (int i = 0; i < alphas.Length; i++)
builder.AppendLine(alphas[i]);
builder.AppendLine("return g;", true);
}
builder.TryAppendIndentation();
builder.Append("#define {0} {0}_Definition()", referenceName);
};
action(
new HLSLProperty(HLSLType._CUSTOM, referenceName, HLSLDeclaration.Global, concretePrecision)
{
customDeclaration = customDecl
});
}
internal override string GetPropertyAsArgumentString(string precisionString)
{
return "Gradient " + referenceName;
}
internal override AbstractMaterialNode ToConcreteNode()
{
return new GradientNode { gradient = value };
}
internal override PreviewProperty GetPreviewMaterialProperty()
{
return new PreviewProperty(propertyType)
{
name = referenceName,
gradientValue = value
};
}
internal override ShaderInput Copy()
{
return new GradientShaderProperty
{
displayName = displayName,
value = value,
};
}
}
}