A game about forced loneliness, made by TACStudios
1using System;
2using System.Text;
3using UnityEditor.Graphing;
4using UnityEngine;
5
6namespace UnityEditor.ShaderGraph.Internal
7{
8 [Serializable]
9 [FormerName("UnityEditor.ShaderGraph.TextureShaderProperty")]
10 [BlackboardInputInfo(50)]
11 public class Texture2DShaderProperty : AbstractShaderProperty<SerializableTexture>
12 {
13 public enum DefaultType { White, Black, Grey, NormalMap, LinearGrey, Red }
14
15 static readonly string[] k_DefaultTypeNames = new string[]
16 {
17 "white",
18 "black",
19 "grey",
20 "bump",
21 "linearGrey",
22 "red",
23 };
24
25 internal static string ToShaderLabString(DefaultType defaultType)
26 {
27 int index = (int)defaultType;
28 if ((index >= 0) && (index < k_DefaultTypeNames.Length))
29 return k_DefaultTypeNames[index];
30 return string.Empty;
31 }
32
33 internal Texture2DShaderProperty()
34 {
35 displayName = "Texture2D";
36 value = new SerializableTexture();
37 }
38
39 public override PropertyType propertyType => PropertyType.Texture2D;
40
41 [SerializeField]
42 internal bool isMainTexture = false;
43
44 internal override bool isExposable => true;
45 internal override bool isRenamable => true;
46
47 internal string modifiableTagString => modifiable ? "" : "[NonModifiableTextureData]";
48
49 [SerializeField]
50 internal bool useTilingAndOffset = false;
51
52 internal string useSTString => useTilingAndOffset ? "" : "[NoScaleOffset]";
53 internal string mainTextureString => isMainTexture ? "[MainTexture]" : "";
54
55 internal override string GetPropertyBlockString()
56 {
57 var normalTagString = (defaultType == DefaultType.NormalMap) ? "[Normal]" : "";
58 return $"{hideTagString}{modifiableTagString}{normalTagString}{mainTextureString}{useSTString}{referenceName}(\"{displayName}\", 2D) = \"{ToShaderLabString(defaultType)}\" {{}}";
59 }
60
61 // Texture2D properties cannot be set via Hybrid path at the moment; disallow that choice
62 internal override bool AllowHLSLDeclaration(HLSLDeclaration decl) => (decl != HLSLDeclaration.HybridPerInstance) && (decl != HLSLDeclaration.DoNotDeclare);
63
64 internal override void ForeachHLSLProperty(Action<HLSLProperty> action)
65 {
66 HLSLDeclaration decl = (generatePropertyBlock ? HLSLDeclaration.UnityPerMaterial : HLSLDeclaration.Global);
67
68 action(new HLSLProperty(HLSLType._Texture2D, referenceName, HLSLDeclaration.Global));
69 action(new HLSLProperty(HLSLType._SamplerState, "sampler" + referenceName, HLSLDeclaration.Global));
70 action(new HLSLProperty(HLSLType._float4, referenceName + "_TexelSize", decl));
71 if (useTilingAndOffset)
72 {
73 action(new HLSLProperty(HLSLType._float4, referenceName + "_ST", decl));
74 }
75 }
76
77 internal override string GetPropertyAsArgumentString(string precisionString)
78 {
79 return "UnityTexture2D " + referenceName;
80 }
81
82 internal override string GetPropertyAsArgumentStringForVFX(string precisionString)
83 {
84 return "TEXTURE2D(" + referenceName + ")";
85 }
86
87 internal override string GetHLSLVariableName(bool isSubgraphProperty, GenerationMode mode)
88 {
89 if (isSubgraphProperty)
90 return referenceName;
91 else
92 {
93 if (useTilingAndOffset)
94 {
95 return $"UnityBuildTexture2DStruct({referenceName})";
96 }
97 else
98 {
99 return $"UnityBuildTexture2DStructNoScale({referenceName})";
100 }
101 }
102 }
103
104 [SerializeField]
105 bool m_Modifiable = true;
106
107 internal bool modifiable
108 {
109 get => m_Modifiable;
110 set => m_Modifiable = value;
111 }
112
113 [SerializeField]
114 DefaultType m_DefaultType = DefaultType.White;
115
116 public DefaultType defaultType
117 {
118 get { return m_DefaultType; }
119 set { m_DefaultType = value; }
120 }
121
122 internal override AbstractMaterialNode ToConcreteNode()
123 {
124 return new Texture2DAssetNode { texture = value.texture };
125 }
126
127 internal override PreviewProperty GetPreviewMaterialProperty()
128 {
129 return new PreviewProperty(propertyType)
130 {
131 name = referenceName,
132 textureValue = value.texture,
133 texture2DDefaultType = defaultType
134 };
135 }
136
137 internal override ShaderInput Copy()
138 {
139 return new Texture2DShaderProperty()
140 {
141 displayName = displayName,
142 value = value,
143 defaultType = defaultType,
144 useTilingAndOffset = useTilingAndOffset,
145 isMainTexture = isMainTexture
146 };
147 }
148
149 internal override void OnBeforePasteIntoGraph(GraphData graph)
150 {
151 if (isMainTexture)
152 {
153 Texture2DShaderProperty existingMain = graph.GetMainTexture();
154 if (existingMain != null && existingMain != this)
155 {
156 isMainTexture = false;
157 }
158 }
159 base.OnBeforePasteIntoGraph(graph);
160 }
161 }
162}