forked from BilalY/Rasagar
68 lines
2.0 KiB
C#
68 lines
2.0 KiB
C#
using System;
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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(72)]
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class Matrix4ShaderProperty : MatrixShaderProperty
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{
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public Matrix4ShaderProperty()
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{
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displayName = "Matrix4x4";
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value = Matrix4x4.identity;
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}
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public override PropertyType propertyType => PropertyType.Matrix4;
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internal override string GetPropertyAsArgumentString(string precisionString)
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{
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return $"{precisionString}4x4 {referenceName}";
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}
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internal override AbstractMaterialNode ToConcreteNode()
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{
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return new Matrix4Node
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{
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row0 = new Vector4(value.m00, value.m01, value.m02, value.m03),
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row1 = new Vector4(value.m10, value.m11, value.m12, value.m13),
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row2 = new Vector4(value.m20, value.m21, value.m22, value.m23),
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row3 = new Vector4(value.m30, value.m31, value.m32, value.m33)
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};
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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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matrixValue = 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 Matrix4ShaderProperty()
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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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public override int latestVersion => 1;
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public override void OnAfterDeserialize(string json)
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{
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if (sgVersion == 0)
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{
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// all old matrices were declared global; yes even if flagged hybrid!
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// maintain old behavior on versioning, users can always change the override if they wish
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overrideHLSLDeclaration = true;
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hlslDeclarationOverride = HLSLDeclaration.Global;
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ChangeVersion(1);
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}
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}
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}
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}
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