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using UnityEngine;
namespace VRMShaders
{
internal static class TextureExtensions
{
public static bool HasMipMap(this Texture texture)
{
if (texture is Texture2D t2)
{
return t2.mipmapCount > 1;
}
else if (texture is RenderTexture rt)
{
return rt.useMipMap;
}
else
{
return false;
}
}
public static void SetSampler(this Texture2D texture, in SamplerParam param)
{
if (texture == null)
{
return;
}
texture.wrapModeU = param.WrapModesU;
texture.wrapModeV = param.WrapModesV;
texture.filterMode = param.FilterMode;
}
}
}