using System.Collections.Generic; using UnityEditor.ShaderGraph.Drawing.Controls; using UnityEngine; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Internal; namespace UnityEditor.ShaderGraph { [Title("Input", "Basic", "Integer")] class IntegerNode : AbstractMaterialNode, IGeneratesBodyCode, IPropertyFromNode { [SerializeField] private int m_Value; public const int OutputSlotId = 0; private const string kOutputSlotName = "Out"; public IntegerNode() { name = "Integer"; synonyms = new string[] { "whole number" }; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new Vector1MaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output, 0)); RemoveSlotsNameNotMatching(new[] { OutputSlotId }); } [IntegerControl("")] public int value { get { return m_Value; } set { if (m_Value == value) return; m_Value = value; Dirty(ModificationScope.Node); } } public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode) { if (!generationMode.IsPreview()) return; properties.AddShaderProperty(new Vector1ShaderProperty() { overrideReferenceName = GetVariableNameForNode(), generatePropertyBlock = false, value = value, floatType = FloatType.Integer }); } public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode) { if (generationMode.IsPreview()) return; sb.AppendLine(string.Format("$precision {0} = {1};", GetVariableNameForNode(), m_Value)); } public override string GetVariableNameForSlot(int slotId) { return GetVariableNameForNode(); } public override void CollectPreviewMaterialProperties(List properties) { properties.Add(new PreviewProperty(PropertyType.Float) { name = GetVariableNameForNode(), floatValue = m_Value }); } public AbstractShaderProperty AsShaderProperty() { return new Vector1ShaderProperty { value = value, floatType = FloatType.Integer }; } public int outputSlotId { get { return OutputSlotId; } } } }