forked from BilalY/Rasagar
54 lines
1.6 KiB
C#
54 lines
1.6 KiB
C#
using System;
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using UnityEditor.Graphing;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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class CubemapMaterialSlot : MaterialSlot
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{
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public CubemapMaterialSlot()
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{ }
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public CubemapMaterialSlot(
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int slotId,
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string displayName,
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string shaderOutputName,
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SlotType slotType,
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ShaderStageCapability stageCapability = ShaderStageCapability.All,
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bool hidden = false)
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: base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden)
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{ }
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[SerializeField]
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bool m_BareResource = false;
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internal override bool bareResource
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{
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get { return m_BareResource; }
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set { m_BareResource = value; }
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}
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public override void AppendHLSLParameterDeclaration(ShaderStringBuilder sb, string paramName)
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{
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if (m_BareResource)
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{
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sb.Append("TEXTURECUBE(");
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sb.Append(paramName);
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sb.Append(")");
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}
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else
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base.AppendHLSLParameterDeclaration(sb, paramName);
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}
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public override SlotValueType valueType { get { return SlotValueType.Cubemap; } }
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public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Cubemap; } }
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public override bool isDefaultValue => true;
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public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
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{ }
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public override void CopyValuesFrom(MaterialSlot foundSlot)
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{ }
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}
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}
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