using System; using System.Collections.Generic; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Drawing.Slots; using UnityEditor.ShaderGraph.Internal; using UnityEngine; using UnityEngine.UIElements; namespace UnityEditor.ShaderGraph { [Serializable] class Vector4MaterialSlot : MaterialSlot, IMaterialSlotHasValue { [SerializeField] private Vector4 m_Value; [SerializeField] private Vector4 m_DefaultValue = Vector4.zero; [SerializeField] string[] m_Labels; // this can be null, which means fallback to k_LabelDefaults static readonly string[] k_LabelDefaults = { "X", "Y", "Z", "W" }; string[] labels { get { if ((m_Labels == null) || (m_Labels.Length != k_LabelDefaults.Length)) return k_LabelDefaults; return m_Labels; } } public Vector4MaterialSlot() { } public Vector4MaterialSlot( int slotId, string displayName, string shaderOutputName, SlotType slotType, Vector4 value, ShaderStageCapability stageCapability = ShaderStageCapability.All, string label1 = null, string label2 = null, string label3 = null, string label4 = null, bool hidden = false) : base(slotId, displayName, shaderOutputName, slotType, stageCapability, hidden) { m_Value = value; if ((label1 != null) || (label2 != null) || (label3 != null) || (label4 != null)) { m_Labels = new[] { label1 ?? k_LabelDefaults[0], label2 ?? k_LabelDefaults[1], label3 ?? k_LabelDefaults[2], label4 ?? k_LabelDefaults[3] }; } } public Vector4 defaultValue { get { return m_DefaultValue; } } public Vector4 value { get { return m_Value; } set { m_Value = value; } } public override bool isDefaultValue => value.Equals(defaultValue); public override VisualElement InstantiateControl() { return new MultiFloatSlotControlView(owner, labels, () => value, (newValue) => value = newValue); } protected override string ConcreteSlotValueAsVariable() { return string.Format("$precision4 ({0}, {1}, {2}, {3})" , NodeUtils.FloatToShaderValue(value.x) , NodeUtils.FloatToShaderValue(value.y) , NodeUtils.FloatToShaderValue(value.z) , NodeUtils.FloatToShaderValue(value.w)); } public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode) { if (!generationMode.IsPreview()) return; var matOwner = owner as AbstractMaterialNode; if (matOwner == null) throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode))); var property = new Vector4ShaderProperty() { overrideReferenceName = matOwner.GetVariableNameForSlot(id), generatePropertyBlock = false, value = value }; properties.AddShaderProperty(property); } public override void GetPreviewProperties(List properties, string name) { var pp = new PreviewProperty(PropertyType.Vector4) { name = name, vector4Value = new Vector4(value.x, value.y, value.z, value.w), }; properties.Add(pp); } public override SlotValueType valueType { get { return SlotValueType.Vector4; } } public override ConcreteSlotValueType concreteValueType { get { return ConcreteSlotValueType.Vector4; } } public override void CopyValuesFrom(MaterialSlot foundSlot) { var slot = foundSlot as Vector4MaterialSlot; if (slot != null) value = slot.value; } public override void CopyDefaultValue(MaterialSlot other) { base.CopyDefaultValue(other); if (other is IMaterialSlotHasValue ms) { m_DefaultValue = ms.defaultValue; } } } }