forked from BilalY/Rasagar
250 lines
8.0 KiB
C#
250 lines
8.0 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Serialization;
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using UnityEngine;
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using TextureDimension = UnityEngine.Rendering.TextureDimension;
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namespace UnityEditor.ShaderGraph.Internal
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{
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[Serializable]
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public struct TextureInfo
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{
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public TextureInfo(string name, Texture texture, TextureDimension dimension)
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{
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this.name = name;
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this.texture = texture;
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this.dimension = dimension;
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Debug.Assert(texture == null || texture.dimension == dimension);
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}
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public string name;
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public Texture texture;
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public TextureDimension dimension;
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public int instanceID => texture != null ? texture.GetInstanceID() : 0;
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}
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public sealed class ShaderGraphVfxAsset : ScriptableObject, ISerializationCallbackReceiver
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{
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private class ShaderGraphVfxAssetData : JsonObject
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{
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public List<JsonData<ShaderInput>> m_Properties = new();
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}
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public const int BaseColorSlotId = 1;
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public const int MetallicSlotId = 2;
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public const int SmoothnessSlotId = 3;
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public const int NormalSlotId = 8;
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public const int AlphaSlotId = 4;
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public const int EmissiveSlotId = 5;
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public const int ColorSlotId = 6;
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public const int AlphaThresholdSlotId = 7;
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[SerializeField]
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public bool generatesWithShaderGraph;
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[SerializeField]
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public bool lit;
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[SerializeField]
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public bool alphaClipping;
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[SerializeField]
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internal ShaderStageCapability[] m_PropertiesStages;
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[SerializeField]
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internal GraphCompilationResult compilationResult;
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[SerializeField]
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internal ShaderGraphRequirements[] portRequirements;
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[SerializeField]
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string m_EvaluationFunctionName;
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[SerializeField]
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string m_InputStructName;
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[SerializeField]
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string m_OutputStructName;
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[SerializeField]
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ConcretePrecision m_ConcretePrecision = ConcretePrecision.Single;
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ShaderGraphVfxAssetData m_Data = new ShaderGraphVfxAssetData();
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[HideInInspector]
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[SerializeField]
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private SerializationHelper.JSONSerializedElement m_SerializedVfxAssetData;
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[SerializeField]
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internal IntArray[] outputPropertyIndices;
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internal ConcretePrecision concretePrecision
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{
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get => m_ConcretePrecision;
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set => m_ConcretePrecision = value;
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}
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[SerializeField]
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OutputMetadata[] m_Outputs;
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[SerializeField]
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TextureInfo[] m_TextureInfos;
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public IEnumerable<TextureInfo> textureInfos { get => m_TextureInfos; }
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internal void SetTextureInfos(IList<PropertyCollector.TextureInfo> textures)
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{
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m_TextureInfos = textures.Select(t => new TextureInfo(t.name, EditorUtility.InstanceIDToObject(t.textureId) as Texture, t.dimension)).ToArray();
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}
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internal void SetOutputs(OutputMetadata[] outputs)
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{
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m_Outputs = outputs;
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}
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public OutputMetadata GetOutput(int id)
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{
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return m_Outputs.FirstOrDefault(t => t.id == id);
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}
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public bool HasOutput(int id)
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{
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return m_Outputs.Any(t => t.id == id);
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}
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public string evaluationFunctionName
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{
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get { return m_EvaluationFunctionName; }
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internal set { m_EvaluationFunctionName = value; }
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}
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public string inputStructName
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{
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get { return m_InputStructName; }
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internal set { m_InputStructName = value; }
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}
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public string outputStructName
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{
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get { return m_OutputStructName; }
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internal set { m_OutputStructName = value; }
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}
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public List<ShaderInput> properties
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{
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get
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{
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EnsureProperties();
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return m_Data.m_Properties.SelectValue().ToList();
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}
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}
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public List<AbstractShaderProperty> fragmentProperties
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{
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get
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{
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EnsureProperties();
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var allProperties = m_Data.m_Properties.SelectValue().ToList();
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var fragProperties = new List<AbstractShaderProperty>();
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for (var i = 0; i < allProperties.Count(); i++)
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{
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if (allProperties[i] is AbstractShaderProperty property
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&& (m_PropertiesStages[i] & ShaderStageCapability.Fragment) != 0)
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fragProperties.Add(property);
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}
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return fragProperties;
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}
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}
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public List<AbstractShaderProperty> vertexProperties
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{
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get
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{
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EnsureProperties();
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var allProperties = m_Data.m_Properties.SelectValue().ToList();
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var vertexProperties = new List<AbstractShaderProperty>();
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for (var i = 0; i < allProperties.Count(); i++)
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{
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if (allProperties[i] is AbstractShaderProperty property
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&& (m_PropertiesStages[i] & ShaderStageCapability.Vertex) != 0)
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vertexProperties.Add(property);
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}
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return vertexProperties;
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}
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}
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internal void SetProperties(List<ShaderInput> propertiesList)
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{
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m_Data.m_Properties.Clear();
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foreach (var property in propertiesList)
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{
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m_Data.m_Properties.Add(property);
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}
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var json = MultiJson.Serialize(m_Data);
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m_SerializedVfxAssetData = new SerializationHelper.JSONSerializedElement() { JSONnodeData = json };
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m_Data = null;
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}
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void EnsureProperties()
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{
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if ((m_Data == null || m_Data.m_Properties == null || !m_Data.m_Properties.Any()) && !String.IsNullOrEmpty(m_SerializedVfxAssetData.JSONnodeData))
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{
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m_Data = new ShaderGraphVfxAssetData();
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MultiJson.Deserialize(m_Data, m_SerializedVfxAssetData.JSONnodeData);
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}
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foreach (var property in m_Data.m_Properties.SelectValue())
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{
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if (property is AbstractShaderProperty shaderProperty)
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shaderProperty.SetupConcretePrecision(m_ConcretePrecision);
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}
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}
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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m_Data = null;
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}
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void ISerializationCallbackReceiver.OnBeforeSerialize() { }
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public GraphCode GetCode(OutputMetadata[] outputs)
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{
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var graphCode = new GraphCode();
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graphCode.requirements = ShaderGraphRequirements.none;
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var outputIndices = new int[outputs.Length];
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for (var i = 0; i < outputs.Length; i++)
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{
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if (!outputs[i].isValid)
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{
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throw new ArgumentException($"Invalid {nameof(OutputMetadata)} at index {i}.", nameof(outputs));
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}
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outputIndices[i] = outputs[i].index;
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graphCode.requirements = graphCode.requirements.Union(portRequirements[outputs[i].index]);
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}
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graphCode.code = compilationResult.GenerateCode(outputIndices);
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var propertyIndexSet = new HashSet<int>();
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foreach (var outputIndex in outputIndices)
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{
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foreach (var propertyIndex in outputPropertyIndices[outputIndex].array)
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{
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propertyIndexSet.Add(propertyIndex);
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}
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}
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var propertyIndices = propertyIndexSet.ToArray();
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Array.Sort(propertyIndices);
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var filteredProperties = propertyIndices.Select(i => properties[i]).OfType<AbstractShaderProperty>().ToArray();
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graphCode.properties = filteredProperties;
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return graphCode;
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}
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}
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}
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