private string GetFunctionName() { var function = GetFunctionToConvert(); return(function.Name + (function.IsStatic ? string.Empty : "_" + GuidEncoder.Encode(guid)) + "_" + concretePrecision.ToShaderString() + (this.GetSlots <DynamicVectorMaterialSlot>().Select(s => NodeUtils.GetSlotDimension(s.concreteValueType)).FirstOrDefault() ?? "") + (this.GetSlots <DynamicMatrixMaterialSlot>().Select(s => NodeUtils.GetSlotDimension(s.concreteValueType)).FirstOrDefault() ?? "")); }
public SamplerStateShaderProperty() { displayName = "SamplerState"; if (value == null) { value = new TextureSamplerState(); } if (string.IsNullOrEmpty(overrideReferenceName)) { overrideReferenceName = string.Format("{0}_{1}_{2}_{3}" , propertyType , GuidEncoder.Encode(guid) , value.filter , value.wrap); } }
internal override ShaderInput Copy() { var vt = new VirtualTextureShaderProperty { displayName = displayName, hidden = hidden, value = new SerializableVirtualTexture(), precision = precision }; // duplicate layer data, but reset reference names (they should be unique) for (int layer = 0; layer < value.layers.Count; layer++) { var guid = Guid.NewGuid(); vt.value.layers.Add( new SerializableVirtualTextureLayer( value.layers[layer].layerName, $"Layer_{GuidEncoder.Encode(guid)}", value.layers[layer].layerTexture)); } return(vt); }
private string SubGraphFunctionName() { var functionName = subGraphAsset != null?NodeUtils.GetHLSLSafeName(subGraphAsset.name) : "ERROR"; return(string.Format("sg_{0}_{1}", functionName, GuidEncoder.Encode(referencedGraph.guid))); }
public override string GetDefaultReferenceName() { return($"Color_{GuidEncoder.Encode(guid)}"); }
private string SubGraphFunctionName(GraphContext graphContext) { var functionName = subGraphAsset != null ? NodeUtils.GetHLSLSafeName(subGraphAsset.name) : "ERROR"; return string.Format("sg_{0}_{1}_{2}", functionName, graphContext.graphInputStructName, GuidEncoder.Encode(referencedGraph.guid)); }