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- 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;
- }
- }
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