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;
7using UnityEngine.UIElements;
8
9namespace UnityEditor.ShaderGraph
10{
11 [Serializable]
12 [HasDependencies(typeof(MinimalTexture2DInputMaterialSlot))]
13 class Texture2DInputMaterialSlot : Texture2DMaterialSlot
14 {
15 [SerializeField]
16 private SerializableTexture m_Texture = new SerializableTexture();
17
18 [SerializeField]
19 private Texture2DShaderProperty.DefaultType m_DefaultType = Texture2DShaderProperty.DefaultType.White;
20
21 public Texture texture
22 {
23 get { return m_Texture.texture; }
24 set { m_Texture.texture = value; }
25 }
26
27 public Texture2DShaderProperty.DefaultType defaultType
28 {
29 get { return m_DefaultType; }
30 set { m_DefaultType = value; }
31 }
32
33 public override bool isDefaultValue => texture == null;
34
35 public Texture2DInputMaterialSlot()
36 { }
37
38 public Texture2DInputMaterialSlot(
39 int slotId,
40 string displayName,
41 string shaderOutputName,
42 ShaderStageCapability stageCapability = ShaderStageCapability.All,
43 bool hidden = false)
44 : base(slotId, displayName, shaderOutputName, SlotType.Input, stageCapability, hidden)
45 { }
46
47 public override VisualElement InstantiateControl()
48 {
49 return new TextureSlotControlView(this);
50 }
51
52 public override string GetDefaultValue(GenerationMode generationMode)
53 {
54 var nodeOwner = owner as AbstractMaterialNode;
55 if (nodeOwner == null)
56 throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
57
58 return $"UnityBuildTexture2DStructNoScale({nodeOwner.GetVariableNameForSlot(id)})";
59 }
60
61 public override void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode)
62 {
63 var nodeOwner = owner as AbstractMaterialNode;
64 if (nodeOwner == null)
65 throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
66
67 var prop = new Texture2DShaderProperty();
68 prop.overrideReferenceName = nodeOwner.GetVariableNameForSlot(id);
69 prop.modifiable = false;
70 prop.generatePropertyBlock = true;
71 prop.value.texture = texture;
72 prop.defaultType = defaultType;
73 properties.AddShaderProperty(prop);
74 }
75
76 public override void GetPreviewProperties(List<PreviewProperty> properties, string name)
77 {
78 var pp = new PreviewProperty(PropertyType.Texture2D)
79 {
80 name = name,
81 textureValue = texture,
82 texture2DDefaultType = defaultType
83 };
84 properties.Add(pp);
85 }
86
87 public override void CopyValuesFrom(MaterialSlot foundSlot)
88 {
89 var slot = foundSlot as Texture2DInputMaterialSlot;
90 if (slot != null)
91 {
92 m_Texture = slot.m_Texture;
93 bareResource = slot.bareResource;
94 }
95 }
96 }
97
98 class MinimalTexture2DInputMaterialSlot : IHasDependencies
99 {
100 [SerializeField]
101 private SerializableTexture m_Texture = null;
102
103 public void GetSourceAssetDependencies(AssetCollection assetCollection)
104 {
105 var guidString = m_Texture.guid;
106 if (!string.IsNullOrEmpty(guidString) && GUID.TryParse(guidString, out var guid))
107 {
108 assetCollection.AddAssetDependency(guid, AssetCollection.Flags.IncludeInExportPackage);
109 }
110 }
111 }
112}