Singularity/Library/PackageCache/com.unity.shadergraph@12.1.11/Editor/Data/Graphs/SerializableVirtualTexture.cs
2024-05-06 11:45:45 -07:00

65 lines
2.0 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.ShaderGraph.Internal
{
enum LayerTextureType
{
Default,
NormalTangentSpace,
NormalObjectSpace
};
[Serializable]
internal class SerializableVirtualTextureLayer
{
public string layerName;
public string layerRefName;
public SerializableTexture layerTexture;
public LayerTextureType layerTextureType;
[SerializeField]
private Guid guid;
public SerializableVirtualTextureLayer(string name, string refName, SerializableTexture texture)
{
this.layerName = name; this.layerName = name;
this.guid = Guid.NewGuid();
this.layerRefName = refName; this.layerRefName = refName;
this.layerTexture = texture; this.layerTexture = texture;
this.layerTextureType = LayerTextureType.Default; this.layerTextureType = LayerTextureType.Default;
}
public SerializableVirtualTextureLayer(string name, SerializableTexture texture)
{
this.layerName = name;
this.guid = Guid.NewGuid();
this.layerRefName = $"Layer_{GuidEncoder.Encode(this.guid)}";
this.layerTexture = texture;
this.layerTextureType = LayerTextureType.Default;
}
public SerializableVirtualTextureLayer(SerializableVirtualTextureLayer other)
{
this.layerName = other.layerName;
this.guid = Guid.NewGuid();
this.layerRefName = $"Layer_{GuidEncoder.Encode(this.guid)}";
this.layerTexture = other.layerTexture;
this.layerTextureType = LayerTextureType.Default;
}
}
[Serializable]
internal sealed class SerializableVirtualTexture
{
[SerializeField]
public List<SerializableVirtualTextureLayer> layers = new List<SerializableVirtualTextureLayer>();
[SerializeField]
public bool procedural;
[SerializeField]
public HLSLDeclaration shaderDeclaration;
}
}