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using System;
namespace UnityEditor.ShaderGraph.Internal
{
internal static class LightmappingShaderProperties
{
public class LightmapTextureArrayProperty : Texture2DArrayShaderProperty
{
internal override void ForeachHLSLProperty(Action<HLSLProperty> action)
{
// no declaration from ShaderGraph side -- declared by SRP internal include files
}
internal override string GetPropertyAsArgumentString(string precisionString)
{
return String.Empty;
}
}
public static readonly LightmapTextureArrayProperty kLightmapsArray = new LightmapTextureArrayProperty()
{
displayName = "unity_Lightmaps",
generatePropertyBlock = true,
overrideHLSLDeclaration = false,
hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare,
hidden = true,
modifiable = true,
overrideReferenceName = "unity_Lightmaps",
precision = Precision.Single
};
public static readonly LightmapTextureArrayProperty kLightmapsIndirectionArray = new LightmapTextureArrayProperty()
{
displayName = "unity_LightmapsInd",
generatePropertyBlock = true,
overrideHLSLDeclaration = false,
hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare,
hidden = true,
modifiable = true,
overrideReferenceName = "unity_LightmapsInd",
precision = Precision.Single
};
public static readonly LightmapTextureArrayProperty kShadowMasksArray = new LightmapTextureArrayProperty()
{
displayName = "unity_ShadowMasks",
generatePropertyBlock = true,
overrideHLSLDeclaration = false,
hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare,
hidden = true,
modifiable = true,
overrideReferenceName = "unity_ShadowMasks",
precision = Precision.Single
};
}
}