A game about forced loneliness, made by TACStudios
1using System;
2using System.Collections.Generic;
3using UnityEditor.Graphing;
4using UnityEditor.ShaderGraph.Drawing.Slots;
5using UnityEditor.ShaderGraph.Internal;
6using UnityEngine;
7
8using UnityEngine.UIElements;
9
10namespace UnityEditor.ShaderGraph
11{
12 [Serializable]
13 [HasDependencies(typeof(MinimalCubemapInputMaterialSlot))]
14 class CubemapInputMaterialSlot : CubemapMaterialSlot
15 {
16 [SerializeField]
17 private SerializableCubemap m_Cubemap = new SerializableCubemap();
18
19 public Cubemap cubemap
20 {
21 get { return m_Cubemap.cubemap; }
22 set { m_Cubemap.cubemap = value; }
23 }
24
25 public override bool isDefaultValue => cubemap == null;
26
27 public CubemapInputMaterialSlot()
28 { }
29
30 public CubemapInputMaterialSlot(
31 int slotId,
32 string displayName,
33 string shaderOutputName,
34 ShaderStageCapability stageCapability = ShaderStageCapability.All,
35 bool hidden = false)
36 : base(slotId, displayName, shaderOutputName, SlotType.Input, stageCapability, hidden)
37 { }
38
39 public override VisualElement InstantiateControl()
40 {
41 return new CubemapSlotControlView(this);
42 }
43
44 public override string GetDefaultValue(GenerationMode generationMode)
45 {
46 var nodeOwner = owner as AbstractMaterialNode;
47 if (nodeOwner == null)
48 throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
49
50 return $"UnityBuildTextureCubeStruct({nodeOwner.GetVariableNameForSlot(id)})";
51 }
52
53 public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
54 {
55 var nodeOwner = owner as AbstractMaterialNode;
56 if (nodeOwner == null)
57 throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
58
59 var prop = new CubemapShaderProperty();
60 prop.overrideReferenceName = nodeOwner.GetVariableNameForSlot(id);
61 prop.modifiable = false;
62 prop.generatePropertyBlock = true;
63 prop.value.cubemap = cubemap;
64 properties.AddShaderProperty(prop);
65 }
66
67 public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
68 {
69 var pp = new PreviewProperty(PropertyType.Cubemap)
70 {
71 name = name,
72 cubemapValue = cubemap
73 };
74 properties.Add(pp);
75 }
76
77 public override void CopyValuesFrom(MaterialSlot foundSlot)
78 {
79 var slot = foundSlot as CubemapInputMaterialSlot;
80 if (slot != null)
81 {
82 m_Cubemap = slot.m_Cubemap;
83 bareResource = slot.bareResource;
84 }
85 }
86 }
87
88 class MinimalCubemapInputMaterialSlot : IHasDependencies
89 {
90 [SerializeField]
91 private SerializableCubemap m_Cubemap = null;
92
93 public void GetSourceAssetDependencies(AssetCollection assetCollection)
94 {
95 var guidString = m_Cubemap.guid;
96 if (!string.IsNullOrEmpty(guidString) && GUID.TryParse(guidString, out var guid))
97 {
98 assetCollection.AddAssetDependency(guid, AssetCollection.Flags.IncludeInExportPackage);
99 }
100 }
101 }
102}