Rasagar/Library/PackageCache/com.unity.shadergraph/Editor/Data/Graphs/BooleanShaderProperty.cs

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2024-08-26 13:07:20 -07:00
using System;
using System.Text;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
namespace UnityEditor.ShaderGraph.Internal
{
[Serializable]
[FormerName("UnityEditor.ShaderGraph.BooleanShaderProperty")]
[BlackboardInputInfo(20)]
public sealed class BooleanShaderProperty : AbstractShaderProperty<bool>
{
internal BooleanShaderProperty()
{
displayName = "Boolean";
}
public override PropertyType propertyType => PropertyType.Boolean;
internal override bool isExposable => true;
internal override bool isRenamable => true;
internal override string GetPropertyAsArgumentString(string precisionString)
{
return $"{concreteShaderValueType.ToShaderString(precisionString)} {referenceName}";
}
internal override void ForeachHLSLProperty(Action<HLSLProperty> action)
{
HLSLDeclaration decl = GetDefaultHLSLDeclaration();
action(new HLSLProperty(HLSLType._float, referenceName, decl, concretePrecision));
}
internal override string GetPropertyBlockString()
{
return $"{hideTagString}[ToggleUI]{referenceName}(\"{displayName}\", Float) = {(value == true ? 1 : 0)}";
}
internal override AbstractMaterialNode ToConcreteNode()
{
return new BooleanNode { value = new ToggleData(value) };
}
internal override PreviewProperty GetPreviewMaterialProperty()
{
return new PreviewProperty(propertyType)
{
name = referenceName,
booleanValue = value
};
}
internal override ShaderInput Copy()
{
return new BooleanShaderProperty()
{
displayName = displayName,
value = value,
};
}
}
}