forked from BilalY/Rasagar
41 lines
1.4 KiB
C#
41 lines
1.4 KiB
C#
using System.Linq;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph
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{
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sealed partial class GraphData : ISerializationCallbackReceiver
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{
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public static class GraphConcretization
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{
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public static void ConcretizeNode(AbstractMaterialNode node)
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{
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node.Concretize();
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}
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public static void ConcretizeProperties(GraphData graph)
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{
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// get all property nodes whose property doesn't exist?
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var propertyNodes = graph.GetNodes<PropertyNode>().Where(n => !graph.m_Properties.Any(p => p.value == n.property || n.property != null && p.value.objectId == n.property.objectId)).ToArray();
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foreach (var pNode in propertyNodes)
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graph.ReplacePropertyNodeWithConcreteNodeNoValidate(pNode);
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}
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public static void ConcretizeGraph(GraphData graph)
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{
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graph.graphIsConcretizing = true;
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try
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{
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ConcretizeProperties(graph);
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GraphDataUtils.ApplyActionLeafFirst(graph, ConcretizeNode);
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}
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catch (System.Exception e)
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{
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graph.graphIsConcretizing = false;
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throw e;
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}
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graph.graphIsConcretizing = false;
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}
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}
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}
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}
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