88 lines
2.8 KiB
C#
88 lines
2.8 KiB
C#
|
using System;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace UnityEditor.ShaderGraph.Internal
|
||
|
{
|
||
|
[Serializable]
|
||
|
[FormerName("UnityEditor.ShaderGraph.Texture2DArrayShaderProperty")]
|
||
|
[BlackboardInputInfo(51)]
|
||
|
public class Texture2DArrayShaderProperty : AbstractShaderProperty<SerializableTextureArray>
|
||
|
{
|
||
|
internal Texture2DArrayShaderProperty()
|
||
|
{
|
||
|
displayName = "Texture2D Array";
|
||
|
value = new SerializableTextureArray();
|
||
|
}
|
||
|
|
||
|
public override PropertyType propertyType => PropertyType.Texture2DArray;
|
||
|
|
||
|
internal override bool isExposable => true;
|
||
|
internal override bool isRenamable => true;
|
||
|
|
||
|
internal string modifiableTagString => modifiable ? "" : "[NonModifiableTextureData]";
|
||
|
|
||
|
internal override string GetPropertyBlockString()
|
||
|
{
|
||
|
return $"{hideTagString}{modifiableTagString}[NoScaleOffset]{referenceName}(\"{displayName}\", 2DArray) = \"\" {{}}";
|
||
|
}
|
||
|
|
||
|
internal override bool AllowHLSLDeclaration(HLSLDeclaration decl) => false; // disable UI, nothing to choose
|
||
|
|
||
|
internal override void ForeachHLSLProperty(Action<HLSLProperty> action)
|
||
|
{
|
||
|
action(new HLSLProperty(HLSLType._Texture2DArray, referenceName, HLSLDeclaration.Global));
|
||
|
action(new HLSLProperty(HLSLType._SamplerState, "sampler" + referenceName, HLSLDeclaration.Global));
|
||
|
}
|
||
|
|
||
|
internal override string GetPropertyAsArgumentString(string precisionString)
|
||
|
{
|
||
|
return "UnityTexture2DArray " + referenceName;
|
||
|
}
|
||
|
|
||
|
internal override string GetPropertyAsArgumentStringForVFX(string precisionString)
|
||
|
{
|
||
|
return "TEXTURE2D_ARRAY(" + referenceName + ")";
|
||
|
}
|
||
|
|
||
|
internal override string GetHLSLVariableName(bool isSubgraphProperty, GenerationMode mode)
|
||
|
{
|
||
|
if (isSubgraphProperty)
|
||
|
return referenceName;
|
||
|
else
|
||
|
return $"UnityBuildTexture2DArrayStruct({referenceName})";
|
||
|
}
|
||
|
|
||
|
[SerializeField]
|
||
|
bool m_Modifiable = true;
|
||
|
|
||
|
internal bool modifiable
|
||
|
{
|
||
|
get => m_Modifiable;
|
||
|
set => m_Modifiable = value;
|
||
|
}
|
||
|
|
||
|
internal override AbstractMaterialNode ToConcreteNode()
|
||
|
{
|
||
|
return new Texture2DArrayAssetNode { texture = value.textureArray };
|
||
|
}
|
||
|
|
||
|
internal override PreviewProperty GetPreviewMaterialProperty()
|
||
|
{
|
||
|
return new PreviewProperty(propertyType)
|
||
|
{
|
||
|
name = referenceName,
|
||
|
textureValue = value.textureArray
|
||
|
};
|
||
|
}
|
||
|
|
||
|
internal override ShaderInput Copy()
|
||
|
{
|
||
|
return new Texture2DArrayShaderProperty()
|
||
|
{
|
||
|
displayName = displayName,
|
||
|
value = value,
|
||
|
};
|
||
|
}
|
||
|
}
|
||
|
}
|