mathe/Library/PackageCache/com.unity.shadergraph@14.0.8/Editor/Data/Graphs/Texture3DShaderProperty.cs

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2024-09-20 20:30:10 +02:00
using System;
using UnityEngine;
namespace UnityEditor.ShaderGraph.Internal
{
[Serializable]
[FormerName("UnityEditor.ShaderGraph.Texture3DShaderProperty")]
[BlackboardInputInfo(52)]
public sealed class Texture3DShaderProperty : AbstractShaderProperty<SerializableTexture>
{
internal Texture3DShaderProperty()
{
displayName = "Texture3D";
value = new SerializableTexture();
}
public override PropertyType propertyType => PropertyType.Texture3D;
internal override bool isExposable => true;
internal override bool isRenamable => true;
internal string modifiableTagString => modifiable ? "" : "[NonModifiableTextureData]";
internal override string GetPropertyBlockString()
{
return $"{hideTagString}{modifiableTagString}[NoScaleOffset]{referenceName}(\"{displayName}\", 3D) = \"white\" {{}}";
}
internal override bool AllowHLSLDeclaration(HLSLDeclaration decl) => false; // disable UI, nothing to choose
internal override void ForeachHLSLProperty(Action<HLSLProperty> action)
{
action(new HLSLProperty(HLSLType._Texture3D, referenceName, HLSLDeclaration.Global));
action(new HLSLProperty(HLSLType._SamplerState, "sampler" + referenceName, HLSLDeclaration.Global));
}
internal override string GetPropertyAsArgumentString(string precisionString)
{
return "UnityTexture3D " + referenceName;
}
internal override string GetPropertyAsArgumentStringForVFX(string precisionString)
{
return "TEXTURE3D(" + referenceName + ")";
}
internal override string GetHLSLVariableName(bool isSubgraphProperty, GenerationMode mode)
{
if (isSubgraphProperty)
return referenceName;
else
return $"UnityBuildTexture3DStruct({referenceName})";
}
[SerializeField]
bool m_Modifiable = true;
public bool modifiable
{
get => m_Modifiable;
set => m_Modifiable = value;
}
internal override AbstractMaterialNode ToConcreteNode()
{
return new Texture3DAssetNode { texture = value.texture as Texture3D };
}
internal override PreviewProperty GetPreviewMaterialProperty()
{
return new PreviewProperty(propertyType)
{
name = referenceName,
textureValue = value.texture
};
}
internal override ShaderInput Copy()
{
return new Texture3DShaderProperty()
{
displayName = displayName,
value = value,
};
}
}
}