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