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