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