forked from BilalY/Rasagar
57 lines
1.8 KiB
C#
57 lines
1.8 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEditor.ShaderGraph;
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using UnityEditor.ShaderGraph.Legacy;
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namespace UnityEditor.Rendering.CustomRenderTexture.ShaderGraph
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{
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sealed class CustomTextureSubTarget : SubTarget<CustomRenderTextureTarget>
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{
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const string kAssetGuid = "5b2d4724a38a5485ba5e7dc2f7d86f1a"; // CustomTextureSubTarget.cs
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internal static FieldDescriptor colorField = new FieldDescriptor(String.Empty, "Color", string.Empty);
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public CustomTextureSubTarget()
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{
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isHidden = false;
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displayName = "Custom Render Texture";
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}
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public override bool IsActive() => true;
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public override void Setup(ref TargetSetupContext context)
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{
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context.AddAssetDependency(new GUID(kAssetGuid), AssetCollection.Flags.SourceDependency);
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context.AddSubShader(SubShaders.CustomRenderTexture);
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}
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public override void GetFields(ref TargetFieldContext context)
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{
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context.AddField(colorField, true);
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}
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public override void GetActiveBlocks(ref TargetActiveBlockContext context)
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{
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context.AddBlock(BlockFields.SurfaceDescription.BaseColor);
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context.AddBlock(BlockFields.SurfaceDescription.Alpha);
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}
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public override void GetPropertiesGUI(ref TargetPropertyGUIContext context, Action onChange, Action<String> registerUndo)
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{
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}
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static class SubShaders
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{
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public static SubShaderDescriptor CustomRenderTexture = new SubShaderDescriptor()
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{
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generatesPreview = true,
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passes = new PassCollection
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{
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{ FullscreePasses.CustomRenderTexture },
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},
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};
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}
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}
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}
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