forked from BilalY/Rasagar
110 lines
3.8 KiB
C#
110 lines
3.8 KiB
C#
using System;
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using System.Text;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.ShaderGraph.Drawing.Controls;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Internal;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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[BlackboardInputInfo(30)]
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class GradientShaderProperty : AbstractShaderProperty<Gradient>
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{
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public GradientShaderProperty()
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{
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displayName = "Gradient";
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value = new Gradient();
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}
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public override PropertyType propertyType => PropertyType.Gradient;
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internal override bool isExposable => false;
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internal override bool isRenamable => true;
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internal override bool AllowHLSLDeclaration(HLSLDeclaration decl) => false; // disable UI, nothing to choose
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internal override void ForeachHLSLProperty(Action<HLSLProperty> action)
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{
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Action<ShaderStringBuilder> customDecl = (builder) =>
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{
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StringBuilder colors = new("{");
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StringBuilder alphas = new("{");
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for (int i = 0; i < 8; ++i)
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{
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if (i < value.colorKeys.Length)
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colors.AppendFormat("{0}4({1},{2},{3},{4})"
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, concretePrecision.ToShaderString()
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, NodeUtils.FloatToShaderValue(value.colorKeys[i].color.r)
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, NodeUtils.FloatToShaderValue(value.colorKeys[i].color.g)
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, NodeUtils.FloatToShaderValue(value.colorKeys[i].color.b)
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, NodeUtils.FloatToShaderValue(value.colorKeys[i].time));
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else colors.AppendFormat("{0}4(0,0,0,0)", concretePrecision.ToShaderString());
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if (i < value.alphaKeys.Length)
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alphas.AppendFormat("{0}2({1},{2})"
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, concretePrecision.ToShaderString()
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, NodeUtils.FloatToShaderValue(value.alphaKeys[i].alpha)
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, NodeUtils.FloatToShaderValue(value.alphaKeys[i].time));
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else alphas.AppendFormat("{0}2(0,0)", concretePrecision.ToShaderString());
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if (i < 7)
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{
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colors.Append(",");
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alphas.Append(",");
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}
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else
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{
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colors.Append("}");
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alphas.Append("}");
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}
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}
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builder.AppendLine("static Gradient {0} = {{{1},{2},{3},{4},{5}}};"
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, referenceName
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, (int)value.mode
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, value.colorKeys.Length
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, value.alphaKeys.Length
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, colors.ToString()
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, alphas.ToString());
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};
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action(
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new HLSLProperty(HLSLType._CUSTOM, referenceName, HLSLDeclaration.Global, concretePrecision)
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{
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customDeclaration = customDecl
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});
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}
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internal override string GetPropertyAsArgumentString(string precisionString)
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{
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return "Gradient " + referenceName;
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}
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internal override AbstractMaterialNode ToConcreteNode()
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{
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return new GradientNode { gradient = 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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gradientValue = 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 GradientShaderProperty
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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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