using System; using UnityEngine; namespace UnityEditor.ShaderGraph.Internal { [Serializable] public sealed class SerializableTexture : ISerializationCallbackReceiver { [SerializeField] string m_SerializedTexture; [SerializeField] string m_Guid; [NonSerialized] Texture m_Texture; [Serializable] class TextureHelper { #pragma warning disable 649 public Texture texture; #pragma warning restore 649 } // used to get a Texture ref guid without loading the texture asset itself into memory [Serializable] class MinimalTextureHelper { // 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 texture; #pragma warning restore 0649 } internal string guid { get { if (!string.IsNullOrEmpty(m_SerializedTexture)) { var textureHelper = new MinimalTextureHelper(); EditorJsonUtility.FromJsonOverwrite(m_SerializedTexture, textureHelper); if (!string.IsNullOrEmpty(textureHelper.texture.guid)) return textureHelper.texture.guid; } if (!string.IsNullOrEmpty(m_Guid)) { return m_Guid; } if (m_Texture != null) { if (AssetDatabase.TryGetGUIDAndLocalFileIdentifier(m_Texture, out string guid, out long localId)) return guid; } return null; } } public Texture texture { get { if (!string.IsNullOrEmpty(m_SerializedTexture)) { var textureHelper = new TextureHelper(); EditorJsonUtility.FromJsonOverwrite(m_SerializedTexture, textureHelper); m_SerializedTexture = null; m_Guid = null; m_Texture = textureHelper.texture; } else if (!string.IsNullOrEmpty(m_Guid) && m_Texture == null) { m_Texture = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(m_Guid)); m_Guid = null; } return m_Texture; } set { m_Texture = value; m_Guid = null; m_SerializedTexture = null; } } public void OnBeforeSerialize() { m_SerializedTexture = EditorJsonUtility.ToJson(new TextureHelper { texture = texture }, false); } public void OnAfterDeserialize() { } } }