forked from BilalY/Rasagar
33 lines
1.2 KiB
C#
33 lines
1.2 KiB
C#
using System;
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namespace UnityEditor.ShaderGraph.Internal
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{
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internal static class MipmapStreamingShaderProperties
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{
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public sealed class MipmapStreamingShaderProperty : Texture2DShaderProperty
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{
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internal override void ForeachHLSLProperty(Action<HLSLProperty> action)
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{
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// No Texture2D declaration needed, already declared by internal files.
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// We do want to declare related mipmap streaming debugging properties, wrapped inside a macro
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action(new HLSLProperty(HLSLType._CUSTOM, "UNITY_TEXTURE_STREAMING_DEBUG_VARS", HLSLDeclaration.UnityPerMaterial)
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{
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customDeclaration = (ssb) =>
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{
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ssb.TryAppendIndentation();
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ssb.Append("UNITY_TEXTURE_STREAMING_DEBUG_VARS;");
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}
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}
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);
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}
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}
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public static readonly MipmapStreamingShaderProperty kDebugTex = new MipmapStreamingShaderProperty()
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{
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overrideReferenceName = "unity_MipmapStreaming_DebugTex",
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generatePropertyBlock = false,
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value = new SerializableTexture(),
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};
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}
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}
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