88 lines
2.7 KiB
C#
88 lines
2.7 KiB
C#
using System;
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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.Texture3DShaderProperty")]
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[BlackboardInputInfo(52)]
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public sealed class Texture3DShaderProperty : AbstractShaderProperty<SerializableTexture>
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{
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internal Texture3DShaderProperty()
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{
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displayName = "Texture3D";
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value = new SerializableTexture();
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}
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public override PropertyType propertyType => PropertyType.Texture3D;
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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}\", 3D) = \"white\" {{}}";
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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._Texture3D, 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 "UnityTexture3D " + referenceName;
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}
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internal override string GetPropertyAsArgumentStringForVFX(string precisionString)
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{
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return "TEXTURE3D(" + 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 $"UnityBuildTexture3DStruct({referenceName})";
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}
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[SerializeField]
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bool m_Modifiable = true;
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public 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 Texture3DAssetNode { texture = value.texture as Texture3D };
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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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textureValue = value.texture
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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 Texture3DShaderProperty()
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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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