Editor UI node defining a subgraph input for a shader graph. It stores input name, type, defaults, preview input and produces a NodeResult when compiled, with special handling for texture and sampler types and validation for empty or duplicate names.
namespace Editor.ShaderGraphExtras;
/// <summary>
/// Defines an input for a subgraph with detailed configuration options
/// </summary>
[Title( "Subgraph Input" ), Category( "Subgraph" ), Icon( "input" )]
public sealed class SubgraphInput : ShaderNode, IErroringNode
{
[Hide]
public override string Title => string.IsNullOrWhiteSpace( InputName ) ?
$"Subgraph Input" :
$"{InputName} ({InputType})";
/// <summary>
/// The name of the input parameter
/// </summary>
[KeyProperty]
public string InputName { get; set; } = "";
/// <summary>
/// Description of what this input does
/// </summary>
[TextArea]
public string InputDescription { get; set; } = "";
/// <summary>
/// The type of the input parameter
/// </summary>
public InputType InputType { get; set; } = InputType.Float;
/// <summary>
/// Default value for float inputs
/// </summary>
[ShowIf( nameof( InputType ), InputType.Float )]
public float DefaultFloat { get; set; } = 0.0f;
/// <summary>
/// Default value for float2 inputs
/// </summary>
[ShowIf( nameof( InputType ), InputType.Float2 )]
public Vector2 DefaultFloat2 { get; set; } = Vector2.Zero;
/// <summary>
/// Default value for float3 inputs
/// </summary>
[ShowIf( nameof( InputType ), InputType.Float3 )]
public Vector3 DefaultFloat3 { get; set; } = Vector3.Zero;
/// <summary>
/// Default value for color inputs
/// </summary>
[ShowIf( nameof( InputType ), InputType.Color )]
public Color DefaultColor { get; set; } = Color.White;
/// <summary>
/// Whether this input is required (must have a connection in order to compile)
/// </summary>
public bool IsRequired { get; set; } = false;
/// <summary>
/// The order of this input port on the subgraph node
/// </summary>
[Title( "Order" )]
public int PortOrder { get; set; } = 0;
/// <summary>
/// Preview input for testing values in subgraphs
/// </summary>
[Input( typeof( object ) ), Title( "Preview" ), Hide]
public NodeInput PreviewInput { get; set; }
/// <summary>
/// Output for the input value
/// </summary>
[Output( typeof( float ) ), Title( "Value" ), Hide]
public NodeResult.Func Result => ( GraphCompiler compiler ) =>
{
// In subgraphs, check if preview input is connected
if ( compiler.Graph.IsSubgraph && PreviewInput.IsValid )
{
return compiler.Result( PreviewInput );
}
// Use the appropriate default value based on input type
var outputValue = GetOutputValue();
// Special handling for Texture2D inputs
if ( InputType == InputType.Texture2D )
{
// For subgraphs, just pass through the texture reference
if ( compiler.Graph.IsSubgraph )
{
// Return the texture name as a Texture2DObject
return new NodeResult( NodeResultType.Texture2DObject, outputValue?.ToString() ?? "materials/dev/white_color.tga", constant: true );
}
// For normal graphs, we need to load and register the texture
var texturePath = outputValue?.ToString() ?? "materials/dev/white_color.tga";
var texture = Texture.Load( texturePath ) ?? Texture.White;
var sampler = new Sampler();
var textureInput = new TextureInput
{
Name = InputName,
Type = TextureType.Tex2D,
ImageFormat = TextureFormat.DXT5,
SrgbRead = true,
Default = Color.White
};
var result = compiler.ResultTexture( sampler, textureInput, texture );
return new NodeResult( NodeResultType.Texture2DObject, result.Item1, constant: true );
}
// Special handling for TextureCube inputs
if ( InputType == InputType.TextureCube )
{
// For subgraphs, just pass through the texture reference
if ( compiler.Graph.IsSubgraph )
{
return new NodeResult( NodeResultType.TextureCubemapObject, outputValue?.ToString() ?? "materials/default/default_cube.vtex", constant: true );
}
// For normal graphs, load and register the cubemap texture
var texturePath = outputValue?.ToString() ?? "materials/default/default_cube.vtex";
var texture = Texture.Load( texturePath ) ?? Texture.White;
var sampler = new Sampler();
var textureInput = new TextureInput
{
Name = InputName,
Type = TextureType.TexCube,
ImageFormat = TextureFormat.DXT5,
SrgbRead = true,
Default = Color.White
};
var result = compiler.ResultTexture( sampler, textureInput, texture );
return new NodeResult( NodeResultType.TextureCubemapObject, result.Item1, constant: true );
}
// Special handling for Sampler inputs
if ( InputType == InputType.Sampler )
{
var samplerValue = (outputValue is Sampler s) ? s : new Sampler();
return compiler.ResultValue( samplerValue );
}
// If we're in a subgraph context, just return the value directly
if ( compiler.Graph.IsSubgraph )
{
return compiler.ResultValue( outputValue );
}
// For normal graphs, use ResultParameter to create a material parameter
return compiler.ResultParameter( InputName, outputValue, default, default, false, IsRequired, new() );
};
[JsonIgnore, Hide]
public override Color PrimaryColor => Color.Lerp( Theme.Green, Theme.Blue, 0.5f );
public SubgraphInput()
{
}
private object GetOutputValue()
{
return InputType switch
{
InputType.Float => DefaultFloat,
InputType.Float2 => DefaultFloat2,
InputType.Float3 => DefaultFloat3,
InputType.Color => DefaultColor,
InputType.Sampler => new Sampler(),
InputType.Texture2D => "materials/dev/white_color.tga",
InputType.TextureCube => "materials/default/default_cube.vtex",
_ => DefaultFloat
};
}
public object GetValue()
{
return GetOutputValue();
}
public List<string> GetErrors()
{
var errors = new List<string>();
if ( string.IsNullOrWhiteSpace( InputName ) )
{
errors.Add( "Input name cannot be empty" );
}
// Check for duplicate names in the same subgraph
if ( Graph is ShaderGraph shaderGraph && shaderGraph.IsSubgraph )
{
foreach ( var node in Graph.Nodes )
{
if ( node == this ) continue;
if ( node is SubgraphInput otherInput && otherInput.InputName == InputName )
{
errors.Add( $"Duplicate input name \"{InputName}\"" );
break;
}
}
}
return errors;
}
}
/// <summary>
/// Available input types for subgraph inputs
/// </summary>
public enum InputType
{
[Title( "Float" ), Icon( "looks_one" )]
Float,
[Title( "Float2" ), Icon( "looks_two" )]
Float2,
[Title( "Float3" ), Icon( "looks_3" )]
Float3,
[Title( "Color" ), Icon( "palette" )]
Color,
[Title( "Sampler" ), Icon( "settings" )]
Sampler,
[Title( "Texture2D" ), Icon( "image" )]
Texture2D,
[Title( "TextureCube" ), Icon( "panorama_photosphere" )]
TextureCube
}