using UnityEditor.ShaderGraph.Internal; namespace UnityEditor.ShaderGraph { internal static class PrecisionUtil { internal const string Token = "$precision"; internal static string ToShaderString(this ConcretePrecision precision) { switch (precision) { case ConcretePrecision.Single: return "float"; case ConcretePrecision.Half: return "half"; default: return "float"; } } internal static ConcretePrecision ToConcrete(this Precision precision) { switch (precision) { case Precision.Single: return ConcretePrecision.Single; case Precision.Half: return ConcretePrecision.Half; default: return ConcretePrecision.Single; } } } }