forked from BilalY/Rasagar
64 lines
1.9 KiB
C#
64 lines
1.9 KiB
C#
using System;
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using System.Text;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph.Internal
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{
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[Serializable]
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[FormerName("UnityEditor.ShaderGraph.BooleanShaderProperty")]
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[BlackboardInputInfo(20)]
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public sealed class BooleanShaderProperty : AbstractShaderProperty<bool>
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{
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internal BooleanShaderProperty()
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{
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displayName = "Boolean";
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}
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public override PropertyType propertyType => PropertyType.Boolean;
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internal override bool isExposable => true;
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internal override bool isRenamable => true;
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internal override string GetPropertyAsArgumentString(string precisionString)
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{
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return $"{concreteShaderValueType.ToShaderString(precisionString)} {referenceName}";
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}
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internal override void ForeachHLSLProperty(Action<HLSLProperty> action)
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{
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HLSLDeclaration decl = GetDefaultHLSLDeclaration();
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action(new HLSLProperty(HLSLType._float, referenceName, decl, concretePrecision));
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}
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internal override string GetPropertyBlockString()
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{
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return $"{hideTagString}[ToggleUI]{referenceName}(\"{displayName}\", Float) = {(value == true ? 1 : 0)}";
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}
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internal override AbstractMaterialNode ToConcreteNode()
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{
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return new BooleanNode { value = new ToggleData(value) };
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}
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internal override PreviewProperty GetPreviewMaterialProperty()
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{
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return new PreviewProperty(propertyType)
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{
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name = referenceName,
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booleanValue = value
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};
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}
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internal override ShaderInput Copy()
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{
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return new BooleanShaderProperty()
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{
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displayName = displayName,
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value = value,
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};
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}
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}
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}
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