testss
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph.Internal
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{
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enum LayerTextureType
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{
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Default,
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NormalTangentSpace,
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NormalObjectSpace
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};
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[Serializable]
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internal class SerializableVirtualTextureLayer
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{
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public string layerName;
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public string layerRefName;
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public SerializableTexture layerTexture;
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public LayerTextureType layerTextureType;
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[SerializeField]
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private Guid guid;
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public SerializableVirtualTextureLayer(string name, string refName, SerializableTexture texture)
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{
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this.layerName = name; this.layerName = name;
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this.guid = Guid.NewGuid();
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this.layerRefName = refName; this.layerRefName = refName;
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this.layerTexture = texture; this.layerTexture = texture;
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this.layerTextureType = LayerTextureType.Default; this.layerTextureType = LayerTextureType.Default;
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}
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public SerializableVirtualTextureLayer(string name, SerializableTexture texture)
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{
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this.layerName = name;
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this.guid = Guid.NewGuid();
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this.layerRefName = $"Layer_{GuidEncoder.Encode(this.guid)}";
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this.layerTexture = texture;
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this.layerTextureType = LayerTextureType.Default;
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}
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public SerializableVirtualTextureLayer(SerializableVirtualTextureLayer other)
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{
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this.layerName = other.layerName;
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this.guid = Guid.NewGuid();
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this.layerRefName = $"Layer_{GuidEncoder.Encode(this.guid)}";
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this.layerTexture = other.layerTexture;
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this.layerTextureType = LayerTextureType.Default;
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}
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}
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[Serializable]
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internal sealed class SerializableVirtualTexture
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{
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[SerializeField]
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public List<SerializableVirtualTextureLayer> layers = new List<SerializableVirtualTextureLayer>();
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[SerializeField]
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public bool procedural;
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}
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}
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