// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved. #pragma once #if USE_EDITOR #include "Engine/Content/AssetReference.h" #include "Engine/Content/Assets/Material.h" #include "Engine/Graphics/Materials/IMaterial.h" class GPUPipelineState; /// /// Rendering Level Of Detail number as colors to debug LOD switches in editor. /// class LODPreviewMaterialShader : public IMaterial { private: AssetReference _material; public: LODPreviewMaterialShader(); virtual ~LODPreviewMaterialShader() { } public: // [IMaterial] const MaterialInfo& GetInfo() const override; GPUShader* GetShader() const override; bool IsReady() const override; bool CanUseInstancing(InstancingHandler& handler) const override; DrawPass GetDrawModes() const override; void Bind(BindParameters& params) override; }; #endif