using System; namespace UnityEditor.ShaderGraph { /* public class CubemapPropertyChunk : PropertyChunk { public enum ModifiableState { Modifiable, NonModifiable } private readonly Cubemap m_DefaultCube; private readonly ModifiableState m_Modifiable; public CubemapPropertyChunk(string propertyName, string propertyDescription, Cubemap defaultTexture, HideState hidden, ModifiableState modifiableState) : base(propertyName, propertyDescription, hidden) { m_DefaultCube = defaultTexture; m_Modifiable = modifiableState; } public override string GetPropertyString() { var result = new StringBuilder(); if (hideState == HideState.Hidden) result.Append("[HideInInspector] "); if (m_Modifiable == ModifiableState.NonModifiable) result.Append("[NonModifiableTextureData] "); result.Append(propertyName); result.Append("(\""); result.Append(propertyDescription); result.Append("\", Cube) = \""); result.Append(""); result.Append("\" {}"); return result.ToString(); } public Texture defaultCube { get { return m_DefaultCube; } } public ModifiableState modifiableState { get { return m_Modifiable; } } }*/ }