#if GRIFFIN using UnityEngine; namespace Pinwheel.Griffin { [System.Serializable] public struct GInternalShaderSettings { public Shader solidColorShader; public Shader copyTextureShader; public Shader subDivisionMapShader; public Shader blurShader; public Shader blurRadiusShader; public Shader elevationPainterShader; public Shader heightSamplingPainterShader; public Shader subdivPainterShader; public Shader painterCursorProjectorShader; public Shader albedoPainterShader; public Shader metallicPainterShader; public Shader smoothnessPainterShader; public Shader splatPainterShader; public Shader visibilityPainterShader; public Shader rampMakerShader; public Shader pathPainterShader; public Shader geometryLivePreviewShader; public Shader geometricalHeightMapShader; public Shader foliageRemoverShader; public Shader maskVisualizerShader; public Shader stamperShader; public Shader terrainNormalMapShader; public Shader terrainPerPixelNormalMapShader; public Shader textureStamperBrushShader; public Shader grassPreviewShader; public Shader navHelperDummyGameObjectShader; public Shader splatsToAlbedoShader; public Shader unlitChannelMaskShader; public Shader channelToGrayscaleShader; public Shader heightMapFromMeshShader; public Shader curveFilterShader; public Shader invertFilterShader; public Shader stepFilterShader; public Shader warpFilterShader; public Shader steepnessMapGeneratorShader; public Shader noiseMapGeneratorShader; public Shader hydraulicErosionFilter; public Shader blendMapGeneratorShader; public Shader distributionMapGeneratorShader; public Shader interactiveGrassVectorFieldShader; public Shader subdivLivePreviewShader; public Shader visibilityLivePreviewShader; public Shader terracePainterShader; public Shader remapPainterShader; public Shader noisePainterShader; public Shader heightmapConverterEncodeRGShader; public Shader heightmapDecodeGrayscaleShader; public Shader drawTex2DArraySliceShader; public Shader maskPainterShader; public Shader mask4ChannelsShader; } } #endif