Files
Fishing2/Packages/com.jbooth.microsplat.mesh-terrain/Script/Editor/MicroSplatMeshTerrainModule.cs
2025-06-04 09:09:39 +08:00

123 lines
2.7 KiB
C#

//////////////////////////////////////////////////////
// MicroSplat
// Copyright (c) Jason Booth
//////////////////////////////////////////////////////
using UnityEngine;
using System.Collections;
using UnityEditor;
using UnityEditor.Callbacks;
using System.Collections.Generic;
namespace JBooth.MicroSplat
{
#if __MICROSPLAT__
[InitializeOnLoad]
public class MicroSplatMeshTerrainModule : FeatureDescriptor
{
const string sDefine = "__MICROSPLAT_MESHTERRAIN__";
static MicroSplatMeshTerrainModule()
{
MicroSplatDefines.InitDefine(sDefine);
}
[PostProcessSceneAttribute (0)]
public static void OnPostprocessScene()
{
MicroSplatDefines.InitDefine(sDefine);
}
public override int DisplaySortOrder()
{
return -999;
}
public override string ModuleName()
{
return "MeshTerrain";
}
public enum DefineFeature
{
kNumFeatures,
}
public override bool HideModule ()
{
return true;
}
// Can we template these somehow?
public static string GetFeatureName(DefineFeature feature)
{
return System.Enum.GetName(typeof(DefineFeature), feature);
}
public static bool HasFeature(string[] keywords, DefineFeature feature)
{
string f = GetFeatureName(feature);
for (int i = 0; i < keywords.Length; ++i)
{
if (keywords[i] == f)
return true;
}
return false;
}
public override string GetVersion()
{
return "3.9";
}
public override void DrawFeatureGUI(MicroSplatKeywords keywords)
{
}
static TextAsset combinedFunc;
public override string[] Pack()
{
List<string> features = new List<string>();
return features.ToArray();
}
public override void Unpack(string[] keywords)
{
}
public override void InitCompiler(string[] paths)
{
}
public override void DrawShaderGUI(MicroSplatShaderGUI shaderGUI, MicroSplatKeywords keywords, Material mat, MaterialEditor materialEditor, MaterialProperty[] props)
{
}
public override void WriteProperties(string[] features, System.Text.StringBuilder sb)
{
}
public override void WriteFunctions(string [] features, System.Text.StringBuilder sb)
{
}
public override void ComputeSampleCounts(string[] features, ref int arraySampleCount, ref int textureSampleCount, ref int maxSamples, ref int tessellationSamples, ref int depTexReadLevel)
{
}
}
#endif
}