FateViewer/Assets/AmplifyShaderEditor/Plugins/Editor/Utils/TextureArrayCreatorAsset.cs

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2023-10-09 00:51:40 +08:00
// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
using System;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class TextureArrayCreatorAsset : ScriptableObject
{
#pragma warning disable
[SerializeField]
private int m_selectedSize = 4;
[SerializeField]
private bool m_lockRatio = true;
[SerializeField]
private int m_sizeX = 512;
[SerializeField]
private int m_sizeY = 512;
[SerializeField]
private bool m_tex3DMode = false;
[SerializeField]
private bool m_linearMode = false;
[SerializeField]
private bool m_mipMaps = true;
[SerializeField]
private TextureWrapMode m_wrapMode = TextureWrapMode.Repeat;
[SerializeField]
private FilterMode m_filterMode = FilterMode.Bilinear;
[SerializeField]
private int m_anisoLevel = 1;
[SerializeField]
private TextureFormat m_selectedFormatEnum = TextureFormat.ARGB32;
[SerializeField]
private int m_quality = 100;
[SerializeField]
private string m_folderPath = "Assets/";
[SerializeField]
private string m_fileName = "NewTextureArray";
[SerializeField]
private bool m_filenameChanged = false;
[SerializeField]
private List<Texture2D> m_allTextures = new List<Texture2D>();
public int SelectedSize { get { return m_selectedSize; } }
public int SizeX { get { return m_sizeX; } }
public int SizeY { get { return m_sizeY; } }
public bool Tex3DMode { get { return m_tex3DMode; } }
public bool LinearMode { get { return m_linearMode; } }
public bool MipMaps { get { return m_mipMaps; } }
public TextureWrapMode WrapMode { get { return m_wrapMode; } }
public FilterMode FilterMode { get { return m_filterMode; } }
public int AnisoLevel { get { return m_anisoLevel; } }
public TextureFormat SelectedFormatEnum { get { return m_selectedFormatEnum; } }
public int Quality { get { return m_quality; } }
public string FolderPath { get { return m_folderPath; } }
public string FileName { get { return m_fileName; } }
public List<Texture2D> AllTextures { get { return m_allTextures; } }
#pragma warning restore
}