testss
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using System;
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using System.Linq;
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using UnityEngine.Scripting.APIUpdating;
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namespace UnityEngine.Rendering.Universal
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{
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[MovedFrom("UnityEngine.Rendering.LWRP")] public enum ShaderPathID
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{
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Lit,
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SimpleLit,
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Unlit,
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TerrainLit,
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ParticlesLit,
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ParticlesSimpleLit,
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ParticlesUnlit,
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BakedLit,
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SpeedTree7,
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SpeedTree7Billboard,
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SpeedTree8,
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}
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[MovedFrom("UnityEngine.Rendering.LWRP")] public static class ShaderUtils
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{
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static readonly string[] s_ShaderPaths =
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{
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"Universal Render Pipeline/Lit",
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"Universal Render Pipeline/Simple Lit",
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"Universal Render Pipeline/Unlit",
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"Universal Render Pipeline/Terrain/Lit",
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"Universal Render Pipeline/Particles/Lit",
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"Universal Render Pipeline/Particles/Simple Lit",
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"Universal Render Pipeline/Particles/Unlit",
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"Universal Render Pipeline/Baked Lit",
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"Universal Render Pipeline/Nature/SpeedTree7",
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"Universal Render Pipeline/Nature/SpeedTree7 Billboard",
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"Universal Render Pipeline/Nature/SpeedTree8",
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};
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public static string GetShaderPath(ShaderPathID id)
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{
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int index = (int)id;
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int arrayLength = s_ShaderPaths.Length;
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if (arrayLength > 0 && index >= 0 && index < arrayLength)
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return s_ShaderPaths[index];
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Debug.LogError("Trying to access universal shader path out of bounds: (" + id + ": " + index + ")");
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return "";
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}
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public static ShaderPathID GetEnumFromPath(string path)
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{
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var index = Array.FindIndex(s_ShaderPaths, m => m == path);
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return (ShaderPathID)index;
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}
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public static bool IsLWShader(Shader shader)
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{
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return s_ShaderPaths.Contains(shader.name);
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}
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#if UNITY_EDITOR
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static readonly string[] s_ShaderGUIDs =
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{
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"933532a4fcc9baf4fa0491de14d08ed7",
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"8d2bb70cbf9db8d4da26e15b26e74248",
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"650dd9526735d5b46b79224bc6e94025",
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"69c1f799e772cb6438f56c23efccb782",
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"b7839dad95683814aa64166edc107ae2",
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"8516d7a69675844a7a0b7095af7c46af",
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"0406db5a14f94604a8c57ccfbc9f3b46",
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"0ca6dca7396eb48e5849247ffd444914",
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"0f4122b9a743b744abe2fb6a0a88868b",
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"5ec81c81908db34429b4f6ddecadd3bd",
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"99134b1f0c27d54469a840832a28fadf",
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};
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internal static string GetShaderGUID(ShaderPathID id)
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{
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int index = (int)id;
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int arrayLength = s_ShaderGUIDs.Length;
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if (arrayLength > 0 && index >= 0 && index < arrayLength)
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return s_ShaderGUIDs[index];
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Debug.LogError("Trying to access universal shader GUID out of bounds: (" + id + ": " + index + ")");
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return "";
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}
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#endif
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}
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}
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