using System; using UnityEngine; namespace UnityEditor.ShaderGraph.Internal { [Serializable] [FormerName("UnityEditor.ShaderGraph.Texture2DArrayShaderProperty")] [BlackboardInputInfo(51)] public class Texture2DArrayShaderProperty : AbstractShaderProperty { internal Texture2DArrayShaderProperty() { displayName = "Texture2D Array"; value = new SerializableTextureArray(); } public override PropertyType propertyType => PropertyType.Texture2DArray; internal override bool isExposable => true; internal override bool isRenamable => true; internal string modifiableTagString => modifiable ? "" : "[NonModifiableTextureData]"; internal override string GetPropertyBlockString() { return $"{hideTagString}{modifiableTagString}[NoScaleOffset]{referenceName}(\"{displayName}\", 2DArray) = \"\" {{}}"; } internal override bool AllowHLSLDeclaration(HLSLDeclaration decl) => (decl != HLSLDeclaration.HybridPerInstance) && (decl != HLSLDeclaration.DoNotDeclare); internal override void ForeachHLSLProperty(Action action) { action(new HLSLProperty(HLSLType._Texture2DArray, referenceName, HLSLDeclaration.Global)); action(new HLSLProperty(HLSLType._SamplerState, "sampler" + referenceName, HLSLDeclaration.Global)); } internal override string GetPropertyAsArgumentString(string precisionString) { return "UnityTexture2DArray " + referenceName; } internal override string GetPropertyAsArgumentStringForVFX(string precisionString) { return "TEXTURE2D_ARRAY(" + referenceName + ")"; } internal override string GetHLSLVariableName(bool isSubgraphProperty, GenerationMode mode) { if (isSubgraphProperty) return referenceName; else return $"UnityBuildTexture2DArrayStruct({referenceName})"; } [SerializeField] bool m_Modifiable = true; internal bool modifiable { get => m_Modifiable; set => m_Modifiable = value; } internal override AbstractMaterialNode ToConcreteNode() { return new Texture2DArrayAssetNode { texture = value.textureArray }; } internal override PreviewProperty GetPreviewMaterialProperty() { return new PreviewProperty(propertyType) { name = referenceName, textureValue = value.textureArray }; } internal override ShaderInput Copy() { return new Texture2DArrayShaderProperty() { displayName = displayName, value = value, }; } } }