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using System;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Texture", "Sampler State")]
class SamplerStateNode : AbstractMaterialNode, IPropertyFromNode
{
[SerializeField]
private TextureSamplerState.FilterMode m_filter = TextureSamplerState.FilterMode.Linear;
[EnumControl]
public TextureSamplerState.FilterMode filter
{
get { return m_filter; }
set
{
if (m_filter == value)
return;
m_filter = value;
Dirty(ModificationScope.Graph);
}
}
[SerializeField]
private TextureSamplerState.WrapMode m_wrap = TextureSamplerState.WrapMode.Repeat;
[EnumControl]
public TextureSamplerState.WrapMode wrap
{
get { return m_wrap; }
set
{
if (m_wrap == value)
return;
m_wrap = value;
Dirty(ModificationScope.Graph);
}
}
[SerializeField]
private TextureSamplerState.Anisotropic m_aniso = TextureSamplerState.Anisotropic.None;
public TextureSamplerState.Anisotropic anisotropic
{
get { return m_aniso; }
set
{
if (m_aniso == value)
return;
m_aniso = value;
Dirty(ModificationScope.Graph);
}
}
public SamplerStateNode()
{
name = "Sampler State";
UpdateNodeAfterDeserialization();
}
public override bool hasPreview { get { return false; } }
private const int kOutputSlotId = 0;
private const string kOutputSlotName = "Out";
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new SamplerStateMaterialSlot(kOutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
RemoveSlotsNameNotMatching(new[] { kOutputSlotId });
}
string GetSamplerStatePropertyName()
{
return GetVariableNameForNode();
}
string GetSamplerStateVariableName()
{
return $"UnityBuildSamplerStateStruct({GetSamplerStatePropertyName()})";
}
public override string GetVariableNameForSlot(int slotId)
{
return GetSamplerStateVariableName();
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
properties.AddShaderProperty(new SamplerStateShaderProperty()
{
overrideReferenceName = GetSamplerStatePropertyName(),
generatePropertyBlock = false,
value = new TextureSamplerState()
{
filter = m_filter,
wrap = m_wrap,
anisotropic = m_aniso
}
});
}
public override string GetVariableNameForNode()
{
return TextureSamplerState.BuildSamplerStateName(filter, wrap, anisotropic);
}
public AbstractShaderProperty AsShaderProperty()
{
return new SamplerStateShaderProperty
{
value = new TextureSamplerState()
{
filter = this.filter,
wrap = this.wrap,
anisotropic = this.anisotropic
}
};
}
public int outputSlotId { get { return kOutputSlotId; } }
}
}