b486678290
Library -Artifacts
169 lines
4.2 KiB
C#
169 lines
4.2 KiB
C#
using UnityEngine;
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using UnityEditor.ShaderGraph.Internal;
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namespace UnityEditor.ShaderGraph
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{
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// This whole file is regrettable.
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// However, right now we need an abstraction for MaterialSlot for use with BlockFieldDescriptors.
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// MaterialSlot is very leaky, so we cant make it public but we need BlockFieldDescriptor to be public.
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// All MaterialSlot types required by a BlockFieldDescriptor need a matching Control here.
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// We also need a corresponding case in BlockNode.AddSlot for each control.
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public interface IControl
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{
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ShaderGraphRequirements GetRequirements();
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}
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public class PositionControl : IControl
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{
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public CoordinateSpace space { get; private set; }
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public PositionControl(CoordinateSpace space)
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{
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this.space = space;
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}
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public ShaderGraphRequirements GetRequirements()
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{
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return new ShaderGraphRequirements() { requiresPosition = space.ToNeededCoordinateSpace() };
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}
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}
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public class NormalControl : IControl
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{
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public CoordinateSpace space { get; private set; }
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public NormalControl(CoordinateSpace space)
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{
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this.space = space;
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}
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public ShaderGraphRequirements GetRequirements()
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{
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return new ShaderGraphRequirements() { requiresNormal = space.ToNeededCoordinateSpace() };
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}
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}
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public class TangentControl : IControl
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{
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public CoordinateSpace space { get; private set; }
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public TangentControl(CoordinateSpace space)
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{
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this.space = space;
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}
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public ShaderGraphRequirements GetRequirements()
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{
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return new ShaderGraphRequirements() { requiresTangent = space.ToNeededCoordinateSpace() };
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}
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}
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public class ColorControl : IControl
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{
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public Color value { get; private set; }
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public bool hdr { get; private set; }
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public ColorControl(Color value, bool hdr)
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{
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this.value = value;
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this.hdr = hdr;
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}
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public ShaderGraphRequirements GetRequirements()
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{
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return ShaderGraphRequirements.none;
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}
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}
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public class ColorRGBAControl : IControl
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{
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public Color value { get; private set; }
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public ColorRGBAControl(Color value)
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{
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this.value = value;
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}
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public ShaderGraphRequirements GetRequirements()
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{
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return ShaderGraphRequirements.none;
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}
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}
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public class FloatControl : IControl
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{
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public float value { get; private set; }
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public FloatControl(float value)
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{
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this.value = value;
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}
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public ShaderGraphRequirements GetRequirements()
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{
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return ShaderGraphRequirements.none;
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}
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}
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public class Vector2Control : IControl
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{
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public Vector2 value { get; private set; }
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public Vector2Control(Vector2 value)
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{
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this.value = value;
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}
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public ShaderGraphRequirements GetRequirements()
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{
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return ShaderGraphRequirements.none;
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}
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}
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public class Vector3Control : IControl
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{
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public Vector3 value { get; private set; }
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public Vector3Control(Vector3 value)
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{
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this.value = value;
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}
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public ShaderGraphRequirements GetRequirements()
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{
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return ShaderGraphRequirements.none;
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}
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}
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public class Vector4Control : IControl
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{
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public Vector4 value { get; private set; }
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public Vector4Control(Vector4 value)
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{
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this.value = value;
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}
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public ShaderGraphRequirements GetRequirements()
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{
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return ShaderGraphRequirements.none;
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}
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}
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public class VertexColorControl : IControl
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{
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public Color value { get; private set; }
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public VertexColorControl(Color value)
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{
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this.value = value;
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}
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public ShaderGraphRequirements GetRequirements()
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{
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return new ShaderGraphRequirements() { requiresVertexColor = true };
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}
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}
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}
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