using UnityEngine; namespace VRMShaders { internal static class TextureExtensions { public static bool HasMipMap(this Texture texture) { if (texture is Texture2D t2) { return t2.mipmapCount > 1; } else if (texture is RenderTexture rt) { return rt.useMipMap; } else { return false; } } public static void SetSampler(this Texture2D texture, in SamplerParam param) { if (texture == null) { return; } texture.wrapModeU = param.WrapModesU; texture.wrapModeV = param.WrapModesV; texture.filterMode = param.FilterMode; } } }