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LightmappingShaderProperties.cs 2.0KB

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  1. using System;
  2. namespace UnityEditor.ShaderGraph.Internal
  3. {
  4. internal static class LightmappingShaderProperties
  5. {
  6. public class LightmapTextureArrayProperty : Texture2DArrayShaderProperty
  7. {
  8. internal override void ForeachHLSLProperty(Action<HLSLProperty> action)
  9. {
  10. // no declaration from ShaderGraph side -- declared by SRP internal include files
  11. }
  12. internal override string GetPropertyAsArgumentString(string precisionString)
  13. {
  14. return String.Empty;
  15. }
  16. }
  17. public static readonly LightmapTextureArrayProperty kLightmapsArray = new LightmapTextureArrayProperty()
  18. {
  19. displayName = "unity_Lightmaps",
  20. generatePropertyBlock = true,
  21. overrideHLSLDeclaration = false,
  22. hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare,
  23. hidden = true,
  24. modifiable = true,
  25. overrideReferenceName = "unity_Lightmaps",
  26. precision = Precision.Single
  27. };
  28. public static readonly LightmapTextureArrayProperty kLightmapsIndirectionArray = new LightmapTextureArrayProperty()
  29. {
  30. displayName = "unity_LightmapsInd",
  31. generatePropertyBlock = true,
  32. overrideHLSLDeclaration = false,
  33. hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare,
  34. hidden = true,
  35. modifiable = true,
  36. overrideReferenceName = "unity_LightmapsInd",
  37. precision = Precision.Single
  38. };
  39. public static readonly LightmapTextureArrayProperty kShadowMasksArray = new LightmapTextureArrayProperty()
  40. {
  41. displayName = "unity_ShadowMasks",
  42. generatePropertyBlock = true,
  43. overrideHLSLDeclaration = false,
  44. hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare,
  45. hidden = true,
  46. modifiable = true,
  47. overrideReferenceName = "unity_ShadowMasks",
  48. precision = Precision.Single
  49. };
  50. }
  51. }