forked from BilalY/Rasagar
95 lines
3.5 KiB
C#
95 lines
3.5 KiB
C#
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using System;
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using UnityEditor.Graphing;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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class SamplerStateMaterialSlot : MaterialSlot
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{
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public SamplerStateMaterialSlot()
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{
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}
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public SamplerStateMaterialSlot(
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int slotId,
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string displayName,
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string shaderOutputName,
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SlotType slotType,
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ShaderStageCapability stageCapability = ShaderStageCapability.All,
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bool hidden = false)
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: base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden)
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{
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}
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[SerializeField]
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bool m_BareResource = false;
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internal override bool bareResource
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{
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get { return m_BareResource; }
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set { m_BareResource = value; }
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}
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// NOT serialized -- this is always set by the parent node if they care about it
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public TextureSamplerState defaultSamplerState { get; set; }
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public string defaultSamplerStateName => defaultSamplerState?.defaultPropertyName ?? "SamplerState_Linear_Repeat";
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public override void AppendHLSLParameterDeclaration(ShaderStringBuilder sb, string paramName)
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{
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if (m_BareResource)
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{
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// we have to use our modified macro declaration here
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// (the standard SAMPLER macro doesn't declare anything, so the commas will be messed up in the parameter list)
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sb.Append("SAMPLER(");
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sb.Append(paramName);
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sb.Append(")");
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}
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else
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base.AppendHLSLParameterDeclaration(sb, paramName);
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}
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public override string GetDefaultValue(GenerationMode generationMode)
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{
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var nodeOwner = owner as AbstractMaterialNode;
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if (nodeOwner == null)
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throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
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return $"UnityBuildSamplerStateStruct({defaultSamplerStateName})";
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}
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public override SlotValueType valueType { get { return SlotValueType.SamplerState; } }
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public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.SamplerState; } }
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public override bool isDefaultValue => true;
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public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
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{
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var nodeOwner = owner as AbstractMaterialNode;
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if (nodeOwner == null)
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throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
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properties.AddShaderProperty(new SamplerStateShaderProperty()
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{
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value = defaultSamplerState ?? new TextureSamplerState()
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{
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filter = TextureSamplerState.FilterMode.Linear,
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wrap = TextureSamplerState.WrapMode.Repeat
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},
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overrideReferenceName = defaultSamplerStateName,
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generatePropertyBlock = false,
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});
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}
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public override void CopyValuesFrom(MaterialSlot foundSlot)
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{ }
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public override void CopyDefaultValue(MaterialSlot other)
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{
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base.CopyDefaultValue(other);
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if (other is SamplerStateMaterialSlot ms)
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{
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defaultSamplerState = ms.defaultSamplerState;
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}
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}
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}
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}
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