Paradox Game Engine  v1.0.0 beta06
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MeshData.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
3 using System.ComponentModel;
4 using System.Linq;
5 using SiliconStudio.Core;
6 using SiliconStudio.Core.Serialization;
7 using SiliconStudio.Core.Serialization.Contents;
8 using SiliconStudio.Core.Serialization.Converters;
9 using SiliconStudio.Paradox.Effects;
10 using SiliconStudio.Paradox.Engine;
11 using SiliconStudio.Paradox.EntityModel;
12 using SiliconStudio.Paradox.Shaders;
13 
14 namespace SiliconStudio.Paradox.Effects.Data
15 {
16  [ContentSerializer(typeof(DataContentSerializer<EffectData>))]
17  [DataContract]
18  public class EffectData
19  {
20  public static readonly ParameterKey<ShaderMixinSource> Tessellation = ParameterKeys.New<ShaderMixinSource>();
21  public static readonly ParameterKey<bool> TessellationAEN = ParameterKeys.New(false);
22  public static readonly ParameterKey<bool> NeedAlphaBlending = ParameterKeys.New(false);
23 
24  public EffectData()
25  {
26  Parameters = new ParameterCollection();
27  }
28 
29  public EffectData(string name) : this()
30  {
31  Name = name;
32  }
33 
34  public ParameterCollection Parameters { get; set; }
35 
36  public string Name { get; set; }
37  public string Part { get; set; }
38  }
39 }
Key of an effect parameter.
Definition: ParameterKey.cs:15
A mixin performing a combination of ShaderClassSource and other mixins.
A container to handle a hierarchical collection of effect variables.