Added many other
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#define USE_TERRAINS
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using UnityEngine;
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using System.Collections.Generic;
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public class ftStorageAsset : ScriptableObject
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{
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#if UNITY_EDITOR
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[SerializeField]
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public string path;
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// Light settings from the last bake
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[SerializeField]
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public List<ftLightmapsStorage.LightData> lights = new List<ftLightmapsStorage.LightData>();
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// List of baked lightmap world-space bounds
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[SerializeField]
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public List<Bounds> bounds = new List<Bounds>();
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// Per-lightmap flags
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[SerializeField]
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public List<bool> hasEmissive = new List<bool>();
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[SerializeField]
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public int[] uvBuffOffsets;
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[SerializeField]
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public int[] uvBuffLengths;
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[SerializeField]
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public float[] uvSrcBuff;
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[SerializeField]
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public float[] uvDestBuff;
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[SerializeField]
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public int[] lmrIndicesOffsets;
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[SerializeField]
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public int[] lmrIndicesLengths;
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[SerializeField]
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public int[] lmrIndicesBuff;
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[SerializeField]
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public int[] lmGroupLODResFlags; // bits which lods are needed for which LMGroups
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[SerializeField]
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public int[] lmGroupMinLOD; // minimum possible resolution for given LMGroup given UV island count
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[SerializeField]
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public int[] lmGroupLODMatrix;
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// Reuired for network bakes
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[SerializeField]
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public List<string> serverGetFileList = new List<string>();
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[SerializeField]
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public List<bool> lightmapHasColor = new List<bool>();
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[SerializeField]
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public List<int> lightmapHasMask = new List<int>();
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[SerializeField]
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public List<bool> lightmapHasDir = new List<bool>();
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[SerializeField]
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public List<bool> lightmapHasRNM = new List<bool>();
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// Partial copy of GlobalStorage to recover UV padding if needed
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[SerializeField]
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public List<string> modifiedAssetPathList = new List<string>();
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[SerializeField]
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public List<ftGlobalStorage.AdjustedMesh> modifiedAssets = new List<ftGlobalStorage.AdjustedMesh>();
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[SerializeField]
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public ftLightmapsStorage.L2[] prevBakedProbes;
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[SerializeField]
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public Vector3[] prevBakedProbePos;
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#endif
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// List of baked lightmaps
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[SerializeField]
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public List<Texture2D> maps = new List<Texture2D>();
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[SerializeField]
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public List<Texture2D> masks = new List<Texture2D>();
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[SerializeField]
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public List<Texture2D> dirMaps = new List<Texture2D>();
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[SerializeField]
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public List<Texture2D> rnmMaps0 = new List<Texture2D>();
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[SerializeField]
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public List<Texture2D> rnmMaps1 = new List<Texture2D>();
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[SerializeField]
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public List<Texture2D> rnmMaps2 = new List<Texture2D>();
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[SerializeField]
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public List<int> mapsMode = new List<int>();
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// new props
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[SerializeField]
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public List<int> bakedIDs = new List<int>();
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[SerializeField]
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public List<Vector4> bakedScaleOffset = new List<Vector4>();
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#if UNITY_EDITOR
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[SerializeField]
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public List<int> bakedVertexOffset = new List<int>();
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#endif
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[SerializeField]
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public List<Mesh> bakedVertexColorMesh = new List<Mesh>();
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[SerializeField]
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public List<int> bakedLightChannels = new List<int>();
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#if USE_TERRAINS
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[SerializeField]
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public List<int> bakedIDsTerrain = new List<int>();
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[SerializeField]
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public List<Vector4> bakedScaleOffsetTerrain = new List<Vector4>();
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#endif
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[SerializeField]
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public List<string> assetList = new List<string>();
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[SerializeField]
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public List<int> uvOverlapAssetList = new List<int>(); // -1 = no UV1, 0 = no overlap, 1 = overlap
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[SerializeField]
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public int[] idremap;
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}
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