using System; using UnityEngine; namespace UnityEditor.ShaderGraph.Internal { [Serializable] public sealed class SerializableTextureArray : ISerializationCallbackReceiver { [SerializeField] string m_SerializedTexture; [SerializeField] string m_Guid; [NonSerialized] Texture2DArray m_TextureArray; [Serializable] class TextureHelper { #pragma warning disable 649 public Texture2DArray textureArray; #pragma warning restore 649 } public Texture2DArray textureArray { get { if (!string.IsNullOrEmpty(m_SerializedTexture)) { var textureHelper = new TextureHelper(); EditorJsonUtility.FromJsonOverwrite(m_SerializedTexture, textureHelper); m_SerializedTexture = null; m_Guid = null; m_TextureArray = textureHelper.textureArray; } else if (!string.IsNullOrEmpty(m_Guid) && m_TextureArray == null) { m_TextureArray = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(m_Guid)); m_Guid = null; } return m_TextureArray; } set { m_TextureArray = value; m_Guid = null; m_SerializedTexture = null; } } public void OnBeforeSerialize() { m_SerializedTexture = EditorJsonUtility.ToJson(new TextureHelper { textureArray = textureArray }, false); } public void OnAfterDeserialize() { } } }