A game about forced loneliness, made by TACStudios
1using System;
2
3namespace UnityEditor.ShaderGraph.Internal
4{
5 internal static class LightmappingShaderProperties
6 {
7 public class LightmapTextureArrayProperty : Texture2DArrayShaderProperty
8 {
9 internal override void ForeachHLSLProperty(Action<HLSLProperty> action)
10 {
11 // no declaration from ShaderGraph side -- declared by SRP internal include files
12 }
13
14 internal override string GetPropertyAsArgumentString(string precisionString)
15 {
16 return String.Empty;
17 }
18 }
19
20 public static readonly LightmapTextureArrayProperty kLightmapsArray = new LightmapTextureArrayProperty()
21 {
22 displayName = "unity_Lightmaps",
23 generatePropertyBlock = true,
24 overrideHLSLDeclaration = false,
25 hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare,
26 hidden = true,
27 modifiable = true,
28 overrideReferenceName = "unity_Lightmaps",
29 precision = Precision.Single
30 };
31
32 public static readonly LightmapTextureArrayProperty kLightmapsIndirectionArray = new LightmapTextureArrayProperty()
33 {
34 displayName = "unity_LightmapsInd",
35 generatePropertyBlock = true,
36 overrideHLSLDeclaration = false,
37 hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare,
38 hidden = true,
39 modifiable = true,
40 overrideReferenceName = "unity_LightmapsInd",
41 precision = Precision.Single
42 };
43
44 public static readonly LightmapTextureArrayProperty kShadowMasksArray = new LightmapTextureArrayProperty()
45 {
46 displayName = "unity_ShadowMasks",
47 generatePropertyBlock = true,
48 overrideHLSLDeclaration = false,
49 hlslDeclarationOverride = HLSLDeclaration.DoNotDeclare,
50 hidden = true,
51 modifiable = true,
52 overrideReferenceName = "unity_ShadowMasks",
53 precision = Precision.Single
54 };
55 }
56}