forked from BilalY/Rasagar
55 lines
2.3 KiB
C#
55 lines
2.3 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.UIElements;
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using UnityEditor.ShaderGraph.Serialization;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable, GenerationAPI] // TODO: Public
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internal abstract class Target : JsonObject
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{
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public string displayName { get; set; }
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public bool isHidden { get; set; }
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internal virtual bool ignoreCustomInterpolators => true;
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internal virtual int padCustomInterpolatorLimit => 4;
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internal virtual bool prefersSpritePreview => false;
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public abstract bool IsActive();
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public abstract void Setup(ref TargetSetupContext context);
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public abstract void GetFields(ref TargetFieldContext context);
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public abstract void GetActiveBlocks(ref TargetActiveBlockContext context);
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public abstract void GetPropertiesGUI(ref TargetPropertyGUIContext context, Action onChange, Action<string> registerUndo);
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public virtual void CollectShaderProperties(PropertyCollector collector, GenerationMode generationMode) { }
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public virtual void ProcessPreviewMaterial(Material material) { }
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public virtual object saveContext => null;
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public virtual bool IsNodeAllowedByTarget(Type nodeType)
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{
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NeverAllowedByTargetAttribute never = NodeClassCache.GetAttributeOnNodeType<NeverAllowedByTargetAttribute>(nodeType);
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return never == null;
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}
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public virtual bool DerivativeModificationCallback(
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out string dstGraphFunctions,
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out string dstGraphPixel,
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out bool[] adjustedUvDerivs,
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string primaryShaderName,
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string passName,
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string propStr,
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string surfaceDescStr,
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string graphFuncStr,
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string graphPixelStr,
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List<string> customFuncs,
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bool applyEmulatedDerivatives)
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{
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dstGraphFunctions = "";
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dstGraphPixel = "";
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adjustedUvDerivs = new bool[4];
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return false;
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}
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// think this is not called by anyone anymore, leaving it to avoid changing client code
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public abstract bool WorksWithSRP(RenderPipelineAsset scriptableRenderPipeline);
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}
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}
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