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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using static UnityEditor.VFX.VFXSortingUtility;
namespace UnityEditor.VFX
{
enum VFXTaskShaderType
{
ComputeShader,
Shader,
}
class VFXTask
{
public struct BufferMapping
{
public string bufferName;
public string mappingName;
public bool useBufferCountIndexInName;
public BufferMapping(string bufferName, string mappingName)
{
this.bufferName = bufferName;
this.mappingName = mappingName;
useBufferCountIndexInName = false;
}
public static implicit operator BufferMapping(string bufferName)
=> new BufferMapping { bufferName = bufferName, mappingName = bufferName};
}
public bool doesGenerateShader;
public string templatePath;
public VFXTaskShaderType shaderType;
public VFXTaskType type;
public string[] additionalDefines;
public List<BufferMapping> bufferMappings = new();
public string name; // optional name (null valid)
public bool needsIndirectBuffer => bufferMappings.Any(m => m.bufferName.StartsWith(VFXDataParticle.k_IndirectBufferName));
}
}