Singularity/Library/PackageCache/com.unity.shadergraph@12.1.11/Editor/Generation/Controls.cs

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2024-05-06 14:45:45 -04:00
using UnityEngine;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
// This whole file is regrettable.
// However, right now we need an abstraction for MaterialSlot for use with BlockFieldDescriptors.
// MaterialSlot is very leaky, so we cant make it public but we need BlockFieldDescriptor to be public.
// All MaterialSlot types required by a BlockFieldDescriptor need a matching Control here.
// We also need a corresponding case in BlockNode.AddSlot for each control.
public interface IControl
{
ShaderGraphRequirements GetRequirements();
}
public class PositionControl : IControl
{
public CoordinateSpace space { get; private set; }
public PositionControl(CoordinateSpace space)
{
this.space = space;
}
public ShaderGraphRequirements GetRequirements()
{
return new ShaderGraphRequirements() { requiresPosition = space.ToNeededCoordinateSpace() };
}
}
public class NormalControl : IControl
{
public CoordinateSpace space { get; private set; }
public NormalControl(CoordinateSpace space)
{
this.space = space;
}
public ShaderGraphRequirements GetRequirements()
{
return new ShaderGraphRequirements() { requiresNormal = space.ToNeededCoordinateSpace() };
}
}
public class TangentControl : IControl
{
public CoordinateSpace space { get; private set; }
public TangentControl(CoordinateSpace space)
{
this.space = space;
}
public ShaderGraphRequirements GetRequirements()
{
return new ShaderGraphRequirements() { requiresTangent = space.ToNeededCoordinateSpace() };
}
}
public class ColorControl : IControl
{
public Color value { get; private set; }
public bool hdr { get; private set; }
public ColorControl(Color value, bool hdr)
{
this.value = value;
this.hdr = hdr;
}
public ShaderGraphRequirements GetRequirements()
{
return ShaderGraphRequirements.none;
}
}
public class ColorRGBAControl : IControl
{
public Color value { get; private set; }
public ColorRGBAControl(Color value)
{
this.value = value;
}
public ShaderGraphRequirements GetRequirements()
{
return ShaderGraphRequirements.none;
}
}
public class FloatControl : IControl
{
public float value { get; private set; }
public FloatControl(float value)
{
this.value = value;
}
public ShaderGraphRequirements GetRequirements()
{
return ShaderGraphRequirements.none;
}
}
public class Vector2Control : IControl
{
public Vector2 value { get; private set; }
public Vector2Control(Vector2 value)
{
this.value = value;
}
public ShaderGraphRequirements GetRequirements()
{
return ShaderGraphRequirements.none;
}
}
public class Vector3Control : IControl
{
public Vector3 value { get; private set; }
public Vector3Control(Vector3 value)
{
this.value = value;
}
public ShaderGraphRequirements GetRequirements()
{
return ShaderGraphRequirements.none;
}
}
public class Vector4Control : IControl
{
public Vector4 value { get; private set; }
public Vector4Control(Vector4 value)
{
this.value = value;
}
public ShaderGraphRequirements GetRequirements()
{
return ShaderGraphRequirements.none;
}
}
public class VertexColorControl : IControl
{
public Color value { get; private set; }
public VertexColorControl(Color value)
{
this.value = value;
}
public ShaderGraphRequirements GetRequirements()
{
return new ShaderGraphRequirements() { requiresVertexColor = true };
}
}
}