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

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2024-09-20 20:30:10 +02:00
using System;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Drawing.Slots;
using UnityEditor.ShaderGraph.Internal;
using UnityEngine;
using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph
{
[Serializable]
class UVMaterialSlot : Vector2MaterialSlot, IMayRequireMeshUV
{
[SerializeField]
UVChannel m_Channel = UVChannel.UV0;
public UVChannel channel
{
get { return m_Channel; }
set { m_Channel = value; }
}
public override bool isDefaultValue => channel == UVChannel.UV0;
public UVMaterialSlot()
{ }
public UVMaterialSlot(int slotId, string displayName, string shaderOutputName, UVChannel channel,
ShaderStageCapability stageCapability = ShaderStageCapability.All, bool hidden = false)
: base(slotId, displayName, shaderOutputName, SlotType.Input, Vector2.zero, stageCapability, hidden: hidden)
{
this.channel = channel;
}
public override VisualElement InstantiateControl()
{
return new UVSlotControlView(this);
}
public override string GetDefaultValue(GenerationMode generationMode)
{
return string.Format("IN.{0}.xy", channel.GetUVName());
}
public bool RequiresMeshUV(UVChannel channel, ShaderStageCapability stageCapability)
{
if (isConnected)
return false;
return m_Channel == channel;
}
public override void CopyValuesFrom(MaterialSlot foundSlot)
{
var slot = foundSlot as UVMaterialSlot;
if (slot != null)
channel = slot.channel;
}
}
}