b486678290
Library -Artifacts
113 lines
4.4 KiB
C#
113 lines
4.4 KiB
C#
using System;
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using System.Text;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Internal;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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[BlackboardInputInfo(30)]
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class GradientShaderProperty : AbstractShaderProperty<Gradient>
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{
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public GradientShaderProperty()
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{
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displayName = "Gradient";
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value = new Gradient();
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}
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public override PropertyType propertyType => PropertyType.Gradient;
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internal override bool isExposable => false;
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internal override bool isRenamable => true;
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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<ShaderStringBuilder> customDecl = (builder) =>
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{
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builder.AppendLine("Gradient {0}_Definition()", referenceName);
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using (builder.BlockScope())
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{
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string[] colors = new string[8];
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for (int i = 0; i < colors.Length; i++)
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colors[i] = string.Format("g.colors[{0}] = {1}4(0, 0, 0, 0);", i, concretePrecision.ToShaderString());
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for (int i = 0; i < value.colorKeys.Length; i++)
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colors[i] = string.Format("g.colors[{0}] = {1}4({2}, {3}, {4}, {5});"
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, i
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, concretePrecision.ToShaderString()
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, NodeUtils.FloatToShaderValue(value.colorKeys[i].color.r)
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, NodeUtils.FloatToShaderValue(value.colorKeys[i].color.g)
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, NodeUtils.FloatToShaderValue(value.colorKeys[i].color.b)
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, NodeUtils.FloatToShaderValue(value.colorKeys[i].time));
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string[] alphas = new string[8];
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for (int i = 0; i < alphas.Length; i++)
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alphas[i] = string.Format("g.alphas[{0}] = {1}2(0, 0);", i, concretePrecision.ToShaderString());
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for (int i = 0; i < value.alphaKeys.Length; i++)
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alphas[i] = string.Format("g.alphas[{0}] = {1}2({2}, {3});"
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, i
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, concretePrecision.ToShaderString()
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, NodeUtils.FloatToShaderValue(value.alphaKeys[i].alpha)
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, NodeUtils.FloatToShaderValue(value.alphaKeys[i].time));
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builder.AppendLine("Gradient g;");
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builder.AppendLine("g.type = {0};",
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(int)value.mode);
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builder.AppendLine("g.colorsLength = {0};",
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value.colorKeys.Length);
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builder.AppendLine("g.alphasLength = {0};",
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value.alphaKeys.Length);
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for (int i = 0; i < colors.Length; i++)
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builder.AppendLine(colors[i]);
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for (int i = 0; i < alphas.Length; i++)
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builder.AppendLine(alphas[i]);
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builder.AppendLine("return g;", true);
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}
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builder.TryAppendIndentation();
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builder.Append("#define {0} {0}_Definition()", referenceName);
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};
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action(
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new HLSLProperty(HLSLType._CUSTOM, referenceName, HLSLDeclaration.Global, concretePrecision)
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{
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customDeclaration = customDecl
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});
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}
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internal override string GetPropertyAsArgumentString(string precisionString)
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{
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return "Gradient " + referenceName;
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}
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internal override AbstractMaterialNode ToConcreteNode()
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{
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return new GradientNode { gradient = value };
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}
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internal override PreviewProperty GetPreviewMaterialProperty()
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{
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return new PreviewProperty(propertyType)
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{
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name = referenceName,
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gradientValue = value
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};
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}
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internal override ShaderInput Copy()
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{
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return new GradientShaderProperty
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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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}
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}
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