A game about forced loneliness, made by TACStudios
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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}