90 lines
2.8 KiB
C#
90 lines
2.8 KiB
C#
using System;
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using System.Text;
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using UnityEditor.Graphing;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph.Internal
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{
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[Serializable]
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[FormerName("UnityEditor.ShaderGraph.CubemapShaderProperty")]
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[BlackboardInputInfo(53)]
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public sealed class CubemapShaderProperty : AbstractShaderProperty<SerializableCubemap>
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{
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internal CubemapShaderProperty()
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{
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displayName = "Cubemap";
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value = new SerializableCubemap();
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}
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public override PropertyType propertyType => PropertyType.Cubemap;
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internal override bool isExposable => true;
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internal override bool isRenamable => true;
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internal string modifiableTagString => modifiable ? "" : "[NonModifiableTextureData]";
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internal override string GetPropertyBlockString()
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{
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return $"{hideTagString}{modifiableTagString}[NoScaleOffset]{referenceName}(\"{displayName}\", CUBE) = \"\" {{}}";
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}
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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(new HLSLProperty(HLSLType._TextureCube, referenceName, HLSLDeclaration.Global));
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action(new HLSLProperty(HLSLType._SamplerState, "sampler" + referenceName, HLSLDeclaration.Global));
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}
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internal override string GetPropertyAsArgumentString(string precisionString)
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{
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return "UnityTextureCube " + referenceName;
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}
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internal override string GetPropertyAsArgumentStringForVFX(string precisionString)
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{
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return "TEXTURECUBE(" + referenceName + ")";
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}
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internal override string GetHLSLVariableName(bool isSubgraphProperty, GenerationMode mode)
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{
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if (isSubgraphProperty)
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return referenceName;
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else
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return $"UnityBuildTextureCubeStruct({referenceName})";
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}
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[SerializeField]
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bool m_Modifiable = true;
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internal bool modifiable
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{
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get => m_Modifiable;
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set => m_Modifiable = value;
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}
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internal override AbstractMaterialNode ToConcreteNode()
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{
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return new CubemapAssetNode { cubemap = value.cubemap };
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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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cubemapValue = value.cubemap
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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 CubemapShaderProperty()
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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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