using System; using UnityEngine; namespace UnityEditor.ShaderGraph { [Serializable] public class SerializableTexture { [SerializeField] string m_SerializedTexture; [SerializeField] string m_Guid; [NonSerialized] Texture m_Texture; [Serializable] class TextureHelper { #pragma warning disable 649 public Texture texture; #pragma warning restore 649 } public Texture texture { get { if (!string.IsNullOrEmpty(m_SerializedTexture)) { var textureHelper = new TextureHelper(); EditorJsonUtility.FromJsonOverwrite(m_SerializedTexture, textureHelper); m_SerializedTexture = null; m_Guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(textureHelper.texture)); m_Texture = textureHelper.texture; } else if (!string.IsNullOrEmpty(m_Guid) && m_Texture == null) { m_Texture = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(m_Guid)); } return m_Texture; } set { m_SerializedTexture = null; m_Guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(value)); m_Texture = value; } } } }