forked from BilalY/Rasagar
24 lines
1.3 KiB
C#
24 lines
1.3 KiB
C#
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using UnityEngine;
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namespace UnityEditor.Rendering.HighDefinition
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{
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class AssetVersion : ScriptableObject
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{
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public int version;
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// General material migration uses the subasset "AssetVersion" which stores a "version" in a subasset
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// in and for the material asset itself, see MaterialPostProcessor.
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// Plugin materials (unknown to HDRP) might have their own migration to process and use its entry in
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// hdPluginSubTargetMaterialVersions. The detection and processing of a version change is started in the
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// same place at the MaterialPostProcessor.
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//
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// A dictionary is used since shaders can be switched around on a material and this way, we avoid confusing
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// different plugin material versions.
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//
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// Also note that besides materials themselves, versioning also happens for HDSubTargets (shaders) in .shadergraph
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// assets. HDSubTargets store in their SystemData chunk a "version" which holds HDRP's own "ShaderGraphVersion"
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// for its SG-based shaders, which process ShaderGraph HDSubTarget related serialized data migration common to all
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// the HDRP ShaderGraph system and its shaders, a migration which happens at HDSubTarget.Setup() time.
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public PluginMaterialVersions hdPluginSubTargetMaterialVersions = new PluginMaterialVersions();
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}
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}
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