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using System.Collections.Generic;
using UnityEditor.ShaderGraph.Drawing.Controls;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
[Title("Input", "Texture", "Texture 2D Array Asset")]
[HasDependencies(typeof(Minimal2dArrayTextureAssetNode))]
class Texture2DArrayAssetNode : AbstractMaterialNode, IPropertyFromNode
{
public const int OutputSlotId = 0;
const string kOutputSlotName = "Out";
public Texture2DArrayAssetNode()
{
name = "Texture 2D Array Asset";
synonyms = new string[] { "stack", "pile" };
UpdateNodeAfterDeserialization();
}
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new Texture2DArrayMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output));
RemoveSlotsNameNotMatching(new[] { OutputSlotId });
}
[SerializeField]
private SerializableTextureArray m_Texture = new SerializableTextureArray();
[TextureArrayControl("")]
public Texture2DArray texture
{
get { return m_Texture.textureArray; }
set
{
if (m_Texture.textureArray == value)
return;
m_Texture.textureArray = value;
Dirty(ModificationScope.Node);
}
}
string GetTexturePropertyName()
{
return base.GetVariableNameForSlot(OutputSlotId);
}
public override string GetVariableNameForSlot(int slotId)
{
return $"UnityBuildTexture2DArrayStruct({GetTexturePropertyName()})";
}
public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode)
{
properties.AddShaderProperty(new Texture2DArrayShaderProperty()
{
overrideReferenceName = GetTexturePropertyName(),
generatePropertyBlock = true,
value = m_Texture,
modifiable = false
});
}
public override void CollectPreviewMaterialProperties(List<PreviewProperty> properties)
{
properties.Add(new PreviewProperty(PropertyType.Texture2DArray)
{
name = GetTexturePropertyName(),
textureValue = texture
});
}
public AbstractShaderProperty AsShaderProperty()
{
var prop = new Texture2DArrayShaderProperty { value = m_Texture };
if (texture != null)
prop.displayName = texture.name;
return prop;
}
public int outputSlotId { get { return OutputSlotId; } }
}
class Minimal2dArrayTextureAssetNode : IHasDependencies
{
[SerializeField]
private SerializableTextureArray m_Texture = null;
public void GetSourceAssetDependencies(AssetCollection assetCollection)
{
var guidString = m_Texture.guid;
if (!string.IsNullOrEmpty(guidString) && GUID.TryParse(guidString, out var guid))
{
assetCollection.AddAssetDependency(guid, AssetCollection.Flags.IncludeInExportPackage);
}
}
}
}