using System; namespace UnityEditor.ShaderGraph.Internal { internal static class LightmappingShaderProperties { public class LightmapTextureArrayProperty : Texture2DArrayShaderProperty { internal override void ForeachHLSLProperty(Action 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 }; } }