using System; using UnityEngine; using UnityEngine.Rendering.HighDefinition; namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { class DecalData : HDTargetData { [SerializeField] bool m_AffectsMetal = true; public bool affectsMetal { get => m_AffectsMetal; set => m_AffectsMetal = value; } [SerializeField] bool m_AffectsAO = false; public bool affectsAO { get => m_AffectsAO; set => m_AffectsAO = value; } [SerializeField] bool m_AffectsSmoothness = true; public bool affectsSmoothness { get => m_AffectsSmoothness; set => m_AffectsSmoothness = value; } [SerializeField] bool m_AffectsAlbedo = true; public bool affectsAlbedo { get => m_AffectsAlbedo; set => m_AffectsAlbedo = value; } [SerializeField] bool m_AffectsNormal = true; public bool affectsNormal { get => m_AffectsNormal; set => m_AffectsNormal = value; } [SerializeField] bool m_AffectsEmission = false; public bool affectsEmission { get => m_AffectsEmission; set => m_AffectsEmission = value; } [SerializeField] int m_DrawOrder; public int drawOrder { get => m_DrawOrder; set => m_DrawOrder = value; } [SerializeField] bool m_SupportLodCrossFade; public bool supportLodCrossFade { get => m_SupportLodCrossFade; set => m_SupportLodCrossFade = value; } [SerializeField] bool m_TransparentDynamicUpdate; public bool transparentDynamicUpdate { get => m_TransparentDynamicUpdate; set => m_TransparentDynamicUpdate = value; } public bool affectsMaskmap => affectsSmoothness || affectsMetal || affectsAO; } }