forked from BilalY/Rasagar
60 lines
1.7 KiB
C#
60 lines
1.7 KiB
C#
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using System;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Slots;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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class UVMaterialSlot : Vector2MaterialSlot, IMayRequireMeshUV
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{
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[SerializeField]
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UVChannel m_Channel = UVChannel.UV0;
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public UVChannel channel
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{
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get { return m_Channel; }
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set { m_Channel = value; }
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}
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public override bool isDefaultValue => channel == UVChannel.UV0;
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public UVMaterialSlot()
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{ }
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public UVMaterialSlot(int slotId, string displayName, string shaderOutputName, UVChannel channel,
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ShaderStageCapability stageCapability = ShaderStageCapability.All, bool hidden = false)
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: base(slotId, displayName, shaderOutputName, SlotType.Input, Vector2.zero, stageCapability, hidden: hidden)
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{
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this.channel = channel;
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}
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public override VisualElement InstantiateControl()
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{
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return new UVSlotControlView(this);
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}
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public override string GetDefaultValue(GenerationMode generationMode)
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{
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return string.Format("IN.{0}.xy", channel.GetUVName());
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}
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public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability)
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{
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if (isConnected)
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return false;
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return m_Channel == channel;
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}
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public override void CopyValuesFrom(MaterialSlot foundSlot)
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{
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var slot = foundSlot as UVMaterialSlot;
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if (slot != null)
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channel = slot.channel;
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}
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}
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}
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