forked from BilalY/Rasagar
290 lines
12 KiB
C#
290 lines
12 KiB
C#
using System;
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using System.Runtime.InteropServices;
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using UnityEngine;
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using UnityEditor.ShaderGraph.Internal;
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namespace UnityEditor.ShaderGraph
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{
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struct PreviewProperty
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{
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public string name { get; set; }
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public PropertyType propType { get; private set; }
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public PreviewProperty(PropertyType type) : this()
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{
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propType = type;
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}
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[StructLayout(LayoutKind.Explicit)]
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struct ClassData
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{
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[FieldOffset(0)]
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public Texture textureValue;
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[FieldOffset(0)]
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public Cubemap cubemapValue;
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[FieldOffset(0)]
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public Gradient gradientValue;
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[FieldOffset(0)]
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public VirtualTextureShaderProperty vtProperty;
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}
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[StructLayout(LayoutKind.Explicit)]
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struct StructData
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{
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[FieldOffset(0)]
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public Color colorValue;
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[FieldOffset(0)]
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public Vector4 vector4Value;
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[FieldOffset(0)]
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public float floatValue;
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[FieldOffset(0)]
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public bool booleanValue;
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[FieldOffset(0)]
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public Matrix4x4 matrixValue;
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}
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ClassData m_ClassData;
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StructData m_StructData;
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Texture2DShaderProperty.DefaultType m_texture2dDefaultType;
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public Color colorValue
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{
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get
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{
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if (propType != PropertyType.Color)
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throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Color, propType));
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return m_StructData.colorValue;
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}
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set
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{
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if (propType != PropertyType.Color)
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throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Color, propType));
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m_StructData.colorValue = value;
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}
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}
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public Texture textureValue
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{
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get
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{
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if (propType != PropertyType.Texture2D && propType != PropertyType.Texture2DArray && propType != PropertyType.Texture3D)
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throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Texture2D, propType));
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return m_ClassData.textureValue;
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}
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set
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{
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if (propType != PropertyType.Texture2D && propType != PropertyType.Texture2DArray && propType != PropertyType.Texture3D)
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throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Texture2D, propType));
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m_ClassData.textureValue = value;
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}
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}
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public Texture2DShaderProperty.DefaultType texture2DDefaultType
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{
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get
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{
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if (propType != PropertyType.Texture2D)
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throw new ArgumentException(string.Format(k_GetErrorMessage, "Texture2DShaderProperty.DefaultType", propType));
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return m_texture2dDefaultType;
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}
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set
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{
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if (propType != PropertyType.Texture2D)
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throw new ArgumentException(string.Format(k_GetErrorMessage, "Texture2DShaderProperty.DefaultType", propType));
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m_texture2dDefaultType = value;
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}
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}
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public Cubemap cubemapValue
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{
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get
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{
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if (propType != PropertyType.Cubemap)
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throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Cubemap, propType));
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return m_ClassData.cubemapValue;
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}
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set
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{
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if (propType != PropertyType.Cubemap)
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throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Cubemap, propType));
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m_ClassData.cubemapValue = value;
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}
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}
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public Gradient gradientValue
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{
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get
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{
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if (propType != PropertyType.Gradient)
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throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Gradient, propType));
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return m_ClassData.gradientValue;
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}
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set
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{
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if (propType != PropertyType.Gradient)
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throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Gradient, propType));
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m_ClassData.gradientValue = value;
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}
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}
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public VirtualTextureShaderProperty vtProperty
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{
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get
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{
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if (propType != PropertyType.VirtualTexture)
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throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Gradient, propType));
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return m_ClassData.vtProperty;
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}
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set
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{
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if (propType != PropertyType.VirtualTexture)
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throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Gradient, propType));
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m_ClassData.vtProperty = value;
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}
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}
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public Vector4 vector4Value
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{
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get
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{
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if (propType != PropertyType.Vector2 && propType != PropertyType.Vector3 && propType != PropertyType.Vector4)
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throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Vector4, propType));
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return m_StructData.vector4Value;
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}
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set
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{
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if (propType != PropertyType.Vector2 && propType != PropertyType.Vector3 && propType != PropertyType.Vector4
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&& propType != PropertyType.Matrix2 && propType != PropertyType.Matrix3 && propType != PropertyType.Matrix4)
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throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Vector4, propType));
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m_StructData.vector4Value = value;
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}
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}
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public float floatValue
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{
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get
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{
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if (propType != PropertyType.Float)
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throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Float, propType));
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return m_StructData.floatValue;
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}
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set
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{
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if (propType != PropertyType.Float)
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throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Float, propType));
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m_StructData.floatValue = value;
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}
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}
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public bool booleanValue
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{
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get
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{
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if (propType != PropertyType.Boolean)
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throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Boolean, propType));
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return m_StructData.booleanValue;
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}
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set
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{
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if (propType != PropertyType.Boolean)
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throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Boolean, propType));
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m_StructData.booleanValue = value;
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}
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}
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public Matrix4x4 matrixValue
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{
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get
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{
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if (propType != PropertyType.Matrix2 && propType != PropertyType.Matrix3 && propType != PropertyType.Matrix4)
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throw new ArgumentException(string.Format(k_GetErrorMessage, PropertyType.Boolean, propType));
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return m_StructData.matrixValue;
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}
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set
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{
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if (propType != PropertyType.Matrix2 && propType != PropertyType.Matrix3 && propType != PropertyType.Matrix4)
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throw new ArgumentException(string.Format(k_SetErrorMessage, PropertyType.Boolean, propType));
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m_StructData.matrixValue = value;
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}
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}
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const string k_SetErrorMessage = "Cannot set a {0} property on a PreviewProperty with type {1}.";
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const string k_GetErrorMessage = "Cannot get a {0} property on a PreviewProperty with type {1}.";
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public void SetValueOnMaterialPropertyBlock(MaterialPropertyBlock mat)
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{
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if ((propType == PropertyType.Texture2D || propType == PropertyType.Texture2DArray || propType == PropertyType.Texture3D))
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{
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if (m_ClassData.textureValue == null)
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{
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// there's no way to set the texture back to NULL
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// and no way to delete the property either
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// so instead we set the value to what we know the default will be
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// (all textures in ShaderGraph default to white)
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switch (m_texture2dDefaultType)
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{
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case Texture2DShaderProperty.DefaultType.White:
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mat.SetTexture(name, Texture2D.whiteTexture);
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break;
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case Texture2DShaderProperty.DefaultType.Black:
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mat.SetTexture(name, Texture2D.blackTexture);
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break;
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case Texture2DShaderProperty.DefaultType.Grey:
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mat.SetTexture(name, Texture2D.grayTexture);
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break;
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case Texture2DShaderProperty.DefaultType.NormalMap:
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mat.SetTexture(name, Texture2D.normalTexture);
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break;
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case Texture2DShaderProperty.DefaultType.LinearGrey:
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mat.SetTexture(name, Texture2D.linearGrayTexture);
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break;
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case Texture2DShaderProperty.DefaultType.Red:
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mat.SetTexture(name, Texture2D.redTexture);
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break;
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}
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}
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else
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mat.SetTexture(name, m_ClassData.textureValue);
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}
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else if (propType == PropertyType.Cubemap)
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{
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if (m_ClassData.cubemapValue == null)
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{
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// there's no way to set the texture back to NULL
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// and no way to delete the property either
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// so instead we set the value to what we know the default will be
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// (all textures in ShaderGraph default to white)
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// there's no Cubemap.whiteTexture, but this seems to work
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mat.SetTexture(name, Texture2D.whiteTexture);
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}
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else
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mat.SetTexture(name, m_ClassData.cubemapValue);
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}
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else if (propType == PropertyType.Color)
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mat.SetColor(name, m_StructData.colorValue);
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else if (propType == PropertyType.Vector2 || propType == PropertyType.Vector3 || propType == PropertyType.Vector4)
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mat.SetVector(name, m_StructData.vector4Value);
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else if (propType == PropertyType.Float)
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mat.SetFloat(name, m_StructData.floatValue);
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else if (propType == PropertyType.Boolean)
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mat.SetFloat(name, m_StructData.booleanValue ? 1 : 0);
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else if (propType == PropertyType.Matrix2 || propType == PropertyType.Matrix3 || propType == PropertyType.Matrix4)
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mat.SetMatrix(name, m_StructData.matrixValue);
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else if (propType == PropertyType.Gradient)
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{
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mat.SetFloat(string.Format("{0}_Type", name), (int)m_ClassData.gradientValue.mode);
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mat.SetFloat(string.Format("{0}_ColorsLength", name), m_ClassData.gradientValue.colorKeys.Length);
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mat.SetFloat(string.Format("{0}_AlphasLength", name), m_ClassData.gradientValue.alphaKeys.Length);
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for (int i = 0; i < 8; i++)
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mat.SetVector(string.Format("{0}_ColorKey{1}", name, i), i < m_ClassData.gradientValue.colorKeys.Length ? GradientUtil.ColorKeyToVector(m_ClassData.gradientValue.colorKeys[i]) : Vector4.zero);
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for (int i = 0; i < 8; i++)
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mat.SetVector(string.Format("{0}_AlphaKey{1}", name, i), i < m_ClassData.gradientValue.alphaKeys.Length ? GradientUtil.AlphaKeyToVector(m_ClassData.gradientValue.alphaKeys[i]) : Vector2.zero);
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}
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else if (propType == PropertyType.VirtualTexture)
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{
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// virtual texture assignments are not supported via the material property block, we must assign them to the materials
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}
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}
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}
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}
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