using System; using System.Collections.Generic; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing.Slots; using UnityEditor.ShaderGraph.Internal; using UnityEngine; using UnityEngine.UIElements; namespace UnityEditor.ShaderGraph { [Serializable] class Vector1MaterialSlot : MaterialSlot, IMaterialSlotHasValue { [SerializeField] float m_Value; [SerializeField] float m_DefaultValue; [SerializeField] string[] m_Labels; // this can be null, which means fallback to k_LabelDefaults static readonly string[] k_LabelDefaults = { "X" }; string[] labels { get { if ((m_Labels == null) || (m_Labels.Length != k_LabelDefaults.Length)) return k_LabelDefaults; return m_Labels; } } public Vector1MaterialSlot() { } public Vector1MaterialSlot( int slotId, string displayName, string shaderOutputName, SlotType slotType, float value, ShaderStageCapability stageCapability = ShaderStageCapability.All, string label1 = null, bool hidden = false) : base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden) { m_DefaultValue = value; m_Value = value; if (label1 != null) m_Labels = new[] { label1 }; } public float defaultValue { get { return m_DefaultValue; } } public float value { get { return m_Value; } set { m_Value = value; } } public override bool isDefaultValue => value.Equals(defaultValue); public override VisualElement InstantiateControl() { return new MultiFloatSlotControlView(owner, labels, () => new Vector4(value, 0f, 0f, 0f), (newValue) => value = newValue.x); } protected override string ConcreteSlotValueAsVariable() { return string.Format("$precision({0})", NodeUtils.FloatToShaderValue(value)); } public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode) { if (!generationMode.IsPreview()) return; var matOwner = owner as AbstractMaterialNode; if (matOwner == null) throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode))); var property = new Vector1ShaderProperty() { overrideReferenceName = matOwner.GetVariableNameForSlot(id), generatePropertyBlock = false, value = value }; properties.AddShaderProperty(property); } public override SlotValueType valueType { get { return SlotValueType.Vector1; } } public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector1; } } public override void GetPreviewProperties(List properties, string name) { var pp = new PreviewProperty(PropertyType.Float) { name = name, floatValue = value, }; properties.Add(pp); } public override void CopyValuesFrom(MaterialSlot foundSlot) { var slot = foundSlot as Vector1MaterialSlot; if (slot != null) value = slot.value; } public override void CopyDefaultValue(MaterialSlot other) { base.CopyDefaultValue(other); if (other is IMaterialSlotHasValue ms) { m_DefaultValue = ms.defaultValue; } } } }