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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;
}
}