using System.Collections.Generic; using UnityEditor.ShaderGraph.Drawing.Controls; using UnityEngine; using UnityEditor.Graphing; using UnityEditor.ShaderGraph.Internal; namespace UnityEditor.ShaderGraph { [Title("Input", "Texture", "Texture 3D Asset")] [HasDependencies(typeof(Minimal2d3dTextureAssetNode))] class Texture3DAssetNode : AbstractMaterialNode, IPropertyFromNode { public const int OutputSlotId = 0; const string kOutputSlotName = "Out"; public Texture3DAssetNode() { name = "Texture 3D Asset"; synonyms = new string[] { "volume" }; UpdateNodeAfterDeserialization(); } public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new Texture3DMaterialSlot(OutputSlotId, kOutputSlotName, kOutputSlotName, SlotType.Output)); RemoveSlotsNameNotMatching(new[] { OutputSlotId }); } [SerializeField] private SerializableTexture m_Texture = new SerializableTexture(); [Texture3DControl("")] public Texture3D texture { get { return m_Texture.texture as Texture3D; } set { if (m_Texture.texture == value) return; m_Texture.texture = value; Dirty(ModificationScope.Node); } } string GetTexturePropertyName() { return base.GetVariableNameForSlot(OutputSlotId); } public override string GetVariableNameForSlot(int slotId) { return $"UnityBuildTexture3DStruct({GetTexturePropertyName()})"; } public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode) { properties.AddShaderProperty(new Texture3DShaderProperty() { overrideReferenceName = GetTexturePropertyName(), generatePropertyBlock = true, value = m_Texture, modifiable = false }); } public override void CollectPreviewMaterialProperties(List properties) { properties.Add(new PreviewProperty(PropertyType.Texture3D) { name = GetTexturePropertyName(), textureValue = texture }); } public AbstractShaderProperty AsShaderProperty() { var prop = new Texture3DShaderProperty { value = m_Texture }; if (texture != null) prop.displayName = texture.name; return prop; } public int outputSlotId { get { return OutputSlotId; } } } }