forked from BilalY/Rasagar
57 lines
2.0 KiB
C#
57 lines
2.0 KiB
C#
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using System;
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namespace UnityEditor.ShaderGraph.Internal
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{
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internal static class LightmappingShaderProperties
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{
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public class LightmapTextureArrayProperty : Texture2DArrayShaderProperty
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{
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internal override void ForeachHLSLProperty(Action<HLSLProperty> action)
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{
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// no declaration from ShaderGraph side -- declared by SRP internal include files
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}
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internal override string GetPropertyAsArgumentString(string precisionString)
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{
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return String.Empty;
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}
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}
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public static readonly LightmapTextureArrayProperty kLightmapsArray = new LightmapTextureArrayProperty()
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{
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displayName = "unity_Lightmaps",
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generatePropertyBlock = true,
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overrideHLSLDeclaration = false,
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hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare,
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hidden = true,
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modifiable = true,
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overrideReferenceName = "unity_Lightmaps",
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precision = Precision.Single
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};
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public static readonly LightmapTextureArrayProperty kLightmapsIndirectionArray = new LightmapTextureArrayProperty()
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{
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displayName = "unity_LightmapsInd",
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generatePropertyBlock = true,
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overrideHLSLDeclaration = false,
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hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare,
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hidden = true,
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modifiable = true,
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overrideReferenceName = "unity_LightmapsInd",
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precision = Precision.Single
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};
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public static readonly LightmapTextureArrayProperty kShadowMasksArray = new LightmapTextureArrayProperty()
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{
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displayName = "unity_ShadowMasks",
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generatePropertyBlock = true,
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overrideHLSLDeclaration = false,
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hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare,
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hidden = true,
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modifiable = true,
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overrideReferenceName = "unity_ShadowMasks",
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precision = Precision.Single
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};
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}
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}
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