forked from BilalY/Rasagar
69 lines
2.5 KiB
C#
69 lines
2.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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struct GraphInputData
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{
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public string referenceName;
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public bool isKeyword;
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public PropertyType propertyType;
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public KeywordType keywordType;
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public bool isCompoundProperty;
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public List<SubPropertyData> subProperties;
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}
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[Serializable]
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struct SubPropertyData
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{
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public string referenceName;
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public PropertyType propertyType;
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}
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[Serializable]
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class MinimalCategoryData
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{
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// ShaderLab doesn't understand virtual texture inputs, they need to be processed to replace the virtual texture input with the layers that compose it instead
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public static GraphInputData ProcessVirtualTextureProperty(VirtualTextureShaderProperty virtualTextureShaderProperty)
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{
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var layerReferenceNames = new List<string>();
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virtualTextureShaderProperty.GetPropertyReferenceNames(layerReferenceNames);
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var virtualTextureLayerDataList = new List<SubPropertyData>();
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// Skip the first entry in this list as that's the Virtual Texture reference name itself, which won't exist in ShaderLab
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foreach (var referenceName in layerReferenceNames.Skip(1))
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{
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var layerPropertyData = new SubPropertyData() { referenceName = referenceName, propertyType = PropertyType.Texture2D };
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virtualTextureLayerDataList.Add(layerPropertyData);
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}
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var virtualTexturePropertyData = new GraphInputData() { referenceName = virtualTextureShaderProperty.displayName, propertyType = PropertyType.VirtualTexture, isKeyword = false };
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virtualTexturePropertyData.isCompoundProperty = true;
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virtualTexturePropertyData.subProperties = virtualTextureLayerDataList;
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return virtualTexturePropertyData;
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}
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public string categoryName;
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public List<GraphInputData> propertyDatas;
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[NonSerialized]
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public bool expanded = true;
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}
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class ShaderGraphMetadata : ScriptableObject
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{
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public string outputNodeTypeName;
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// these asset dependencies are stored here as a way for "Export Package..." to discover them
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// and automatically pull them in to the .unitypackage
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public List<Object> assetDependencies;
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public List<MinimalCategoryData> categoryDatas;
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}
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}
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