using UnityEngine; namespace UnityEditor.ShaderGraph { public class TextureSamplerState { public enum FilterMode { Linear, Point, Trilinear } public enum WrapMode { Repeat, Clamp, Mirror, MirrorOnce } [SerializeField] private FilterMode m_filter = FilterMode.Linear; public FilterMode filter { get { return m_filter; } set { if (m_filter == value) return; m_filter = value; } } [SerializeField] private WrapMode m_wrap = WrapMode.Repeat; public WrapMode wrap { get { return m_wrap; } set { if (m_wrap == value) return; m_wrap = value; } } } }