using System; using UnityEngine; namespace UnityEditor.ShaderGraph.Internal { [Serializable] public sealed class SerializableCubemap : ISerializationCallbackReceiver { [SerializeField] string m_SerializedCubemap; [SerializeField] string m_Guid; [NonSerialized] Cubemap m_Cubemap; [Serializable] class CubemapHelper { #pragma warning disable 649 public Cubemap cubemap; #pragma warning restore 649 } // used to get a Cubemap ref guid without loading the cubemap asset itself into memory [Serializable] class MinimalCubemapHelper { // these variables are only ever populated by serialization, disable the C# warning that checks if they are ever assigned #pragma warning disable 0649 [Serializable] public struct MinimalTextureRef { public string guid; } public MinimalTextureRef cubemap; #pragma warning restore 0649 } internal string guid { get { if (!string.IsNullOrEmpty(m_SerializedCubemap)) { var textureHelper = new MinimalCubemapHelper(); EditorJsonUtility.FromJsonOverwrite(m_SerializedCubemap, textureHelper); if (!string.IsNullOrEmpty(textureHelper.cubemap.guid)) return textureHelper.cubemap.guid; } if (!string.IsNullOrEmpty(m_Guid)) { return m_Guid; } if (m_Cubemap != null) { if (AssetDatabase.TryGetGUIDAndLocalFileIdentifier(m_Cubemap, out string guid, out long localId)) return guid; } return null; } } public Cubemap cubemap { get { if (!string.IsNullOrEmpty(m_SerializedCubemap)) { var textureHelper = new CubemapHelper(); EditorJsonUtility.FromJsonOverwrite(m_SerializedCubemap, textureHelper); m_SerializedCubemap = null; m_Guid = null; m_Cubemap = textureHelper.cubemap; } else if (!string.IsNullOrEmpty(m_Guid) && m_Cubemap == null) { m_Cubemap = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(m_Guid)); m_Guid = null; } return m_Cubemap; } set { m_Cubemap = value; m_Guid = null; m_SerializedCubemap = null; } } public void OnBeforeSerialize() { m_SerializedCubemap = EditorJsonUtility.ToJson(new CubemapHelper { cubemap = cubemap }, false); } public void OnAfterDeserialize() { } } }