improve
This commit is contained in:
@@ -6,8 +6,8 @@ namespace AssetStudio
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{
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public class StructParameter
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{
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public List<MatrixParameter> m_MatrixParams { get; set; }
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public List<VectorParameter> m_VectorParams { get; set; }
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public List<MatrixParameter> m_MatrixParams;
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public List<VectorParameter> m_VectorParams;
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public StructParameter(BinaryReader reader)
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{
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@@ -34,8 +34,8 @@ namespace AssetStudio
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public class SamplerParameter
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{
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public uint sampler { get; set; }
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public int bindPoint { get; set; }
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public uint sampler;
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public int bindPoint;
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public SamplerParameter(BinaryReader reader)
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{
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@@ -43,28 +43,49 @@ namespace AssetStudio
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bindPoint = reader.ReadInt32();
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}
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}
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public enum TextureDimension
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{
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kTexDimUnknown = -1,
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kTexDimNone = 0,
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kTexDimAny = 1,
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kTexDim2D = 2,
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kTexDim3D = 3,
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kTexDimCUBE = 4,
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kTexDim2DArray = 5,
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kTexDimCubeArray = 6,
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kTexDimForce32Bit = 2147483647
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};
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public class SerializedTextureProperty
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{
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public string m_DefaultName { get; set; }
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public int m_TexDim { get; set; }
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public string m_DefaultName;
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public TextureDimension m_TexDim;
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public SerializedTextureProperty(BinaryReader reader)
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{
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m_DefaultName = reader.ReadAlignedString();
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m_TexDim = reader.ReadInt32();
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m_TexDim = (TextureDimension)reader.ReadInt32();
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}
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}
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public enum SerializedPropertyType
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{
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kColor = 0,
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kVector = 1,
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kFloat = 2,
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kRange = 3,
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kTexture = 4
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};
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public class SerializedProperty
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{
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public string m_Name { get; set; }
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public string m_Description { get; set; }
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public List<string> m_Attributes { get; set; }
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public int m_Type { get; set; }
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public uint m_Flags { get; set; }
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public List<float> m_DefValue { get; set; }
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public SerializedTextureProperty m_DefTexture { get; set; }
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public string m_Name;
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public string m_Description;
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public List<string> m_Attributes;
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public SerializedPropertyType m_Type;
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public uint m_Flags;
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public List<float> m_DefValue;
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public SerializedTextureProperty m_DefTexture;
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public SerializedProperty(BinaryReader reader)
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{
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@@ -78,7 +99,7 @@ namespace AssetStudio
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m_Attributes.Add(reader.ReadAlignedString());
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}
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m_Type = reader.ReadInt32();
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m_Type = (SerializedPropertyType)reader.ReadInt32();
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m_Flags = reader.ReadUInt32();
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int numValues = 4;
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@@ -94,7 +115,7 @@ namespace AssetStudio
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public class SerializedProperties
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{
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public List<SerializedProperty> m_Props { get; set; }
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public List<SerializedProperty> m_Props;
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public SerializedProperties(BinaryReader reader)
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{
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@@ -109,8 +130,8 @@ namespace AssetStudio
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public class SerializedShaderFloatValue
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{
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public float val { get; set; }
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public string name { get; set; }
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public float val;
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public string name;
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public SerializedShaderFloatValue(BinaryReader reader)
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{
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@@ -121,13 +142,13 @@ namespace AssetStudio
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public class SerializedShaderRTBlendState
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{
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public SerializedShaderFloatValue srcBlend { get; set; }
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public SerializedShaderFloatValue destBlend { get; set; }
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public SerializedShaderFloatValue srcBlendAlpha { get; set; }
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public SerializedShaderFloatValue destBlendAlpha { get; set; }
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public SerializedShaderFloatValue blendOp { get; set; }
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public SerializedShaderFloatValue blendOpAlpha { get; set; }
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public SerializedShaderFloatValue colMask { get; set; }
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public SerializedShaderFloatValue srcBlend;
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public SerializedShaderFloatValue destBlend;
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public SerializedShaderFloatValue srcBlendAlpha;
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public SerializedShaderFloatValue destBlendAlpha;
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public SerializedShaderFloatValue blendOp;
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public SerializedShaderFloatValue blendOpAlpha;
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public SerializedShaderFloatValue colMask;
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public SerializedShaderRTBlendState(BinaryReader reader)
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{
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@@ -143,10 +164,10 @@ namespace AssetStudio
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public class SerializedStencilOp
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{
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public SerializedShaderFloatValue pass { get; set; }
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public SerializedShaderFloatValue fail { get; set; }
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public SerializedShaderFloatValue zFail { get; set; }
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public SerializedShaderFloatValue comp { get; set; }
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public SerializedShaderFloatValue pass;
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public SerializedShaderFloatValue fail;
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public SerializedShaderFloatValue zFail;
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public SerializedShaderFloatValue comp;
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public SerializedStencilOp(BinaryReader reader)
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{
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@@ -159,11 +180,11 @@ namespace AssetStudio
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public class SerializedShaderVectorValue
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{
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public SerializedShaderFloatValue x { get; set; }
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public SerializedShaderFloatValue y { get; set; }
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public SerializedShaderFloatValue z { get; set; }
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public SerializedShaderFloatValue w { get; set; }
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public string name { get; set; }
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public SerializedShaderFloatValue x;
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public SerializedShaderFloatValue y;
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public SerializedShaderFloatValue z;
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public SerializedShaderFloatValue w;
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public string name;
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public SerializedShaderVectorValue(BinaryReader reader)
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{
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@@ -175,40 +196,50 @@ namespace AssetStudio
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}
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}
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public enum FogMode
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{
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kFogUnknown = -1,
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kFogDisabled = 0,
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kFogLinear = 1,
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kFogExp = 2,
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kFogExp2 = 3,
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kFogModeCount = 4
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};
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public class SerializedShaderState
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{
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public string m_Name { get; set; }
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public SerializedShaderRTBlendState rtBlend0 { get; set; }
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public SerializedShaderRTBlendState rtBlend1 { get; set; }
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public SerializedShaderRTBlendState rtBlend2 { get; set; }
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public SerializedShaderRTBlendState rtBlend3 { get; set; }
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public SerializedShaderRTBlendState rtBlend4 { get; set; }
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public SerializedShaderRTBlendState rtBlend5 { get; set; }
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public SerializedShaderRTBlendState rtBlend6 { get; set; }
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public SerializedShaderRTBlendState rtBlend7 { get; set; }
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public bool rtSeparateBlend { get; set; }
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public SerializedShaderFloatValue zClip { get; set; }
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public SerializedShaderFloatValue zTest { get; set; }
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public SerializedShaderFloatValue zWrite { get; set; }
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public SerializedShaderFloatValue culling { get; set; }
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public SerializedShaderFloatValue offsetFactor { get; set; }
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public SerializedShaderFloatValue offsetUnits { get; set; }
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public SerializedShaderFloatValue alphaToMask { get; set; }
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public SerializedStencilOp stencilOp { get; set; }
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public SerializedStencilOp stencilOpFront { get; set; }
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public SerializedStencilOp stencilOpBack { get; set; }
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public SerializedShaderFloatValue stencilReadMask { get; set; }
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public SerializedShaderFloatValue stencilWriteMask { get; set; }
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public SerializedShaderFloatValue stencilRef { get; set; }
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public SerializedShaderFloatValue fogStart { get; set; }
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public SerializedShaderFloatValue fogEnd { get; set; }
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public SerializedShaderFloatValue fogDensity { get; set; }
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public SerializedShaderVectorValue fogColor { get; set; }
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public int fogMode { get; set; }
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public int gpuProgramID { get; set; }
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public SerializedTagMap m_Tags { get; set; }
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public int m_LOD { get; set; }
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public bool lighting { get; set; }
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public string m_Name;
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public SerializedShaderRTBlendState rtBlend0;
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public SerializedShaderRTBlendState rtBlend1;
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public SerializedShaderRTBlendState rtBlend2;
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public SerializedShaderRTBlendState rtBlend3;
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public SerializedShaderRTBlendState rtBlend4;
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public SerializedShaderRTBlendState rtBlend5;
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public SerializedShaderRTBlendState rtBlend6;
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public SerializedShaderRTBlendState rtBlend7;
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public bool rtSeparateBlend;
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public SerializedShaderFloatValue zClip;
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public SerializedShaderFloatValue zTest;
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public SerializedShaderFloatValue zWrite;
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public SerializedShaderFloatValue culling;
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public SerializedShaderFloatValue offsetFactor;
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public SerializedShaderFloatValue offsetUnits;
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public SerializedShaderFloatValue alphaToMask;
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public SerializedStencilOp stencilOp;
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public SerializedStencilOp stencilOpFront;
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public SerializedStencilOp stencilOpBack;
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public SerializedShaderFloatValue stencilReadMask;
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public SerializedShaderFloatValue stencilWriteMask;
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public SerializedShaderFloatValue stencilRef;
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public SerializedShaderFloatValue fogStart;
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public SerializedShaderFloatValue fogEnd;
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public SerializedShaderFloatValue fogDensity;
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public SerializedShaderVectorValue fogColor;
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public FogMode fogMode;
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public int gpuProgramID;
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public SerializedTagMap m_Tags;
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public int m_LOD;
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public bool lighting;
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public SerializedShaderState(ObjectReader reader)
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{
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@@ -245,7 +276,7 @@ namespace AssetStudio
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fogEnd = new SerializedShaderFloatValue(reader);
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fogDensity = new SerializedShaderFloatValue(reader);
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fogColor = new SerializedShaderVectorValue(reader);
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fogMode = reader.ReadInt32();
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fogMode = (FogMode)reader.ReadInt32();
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gpuProgramID = reader.ReadInt32();
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m_Tags = new SerializedTagMap(reader);
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m_LOD = reader.ReadInt32();
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@@ -256,8 +287,8 @@ namespace AssetStudio
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public class ShaderBindChannel
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{
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public sbyte source { get; set; }
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public sbyte target { get; set; }
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public sbyte source;
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public sbyte target;
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public ShaderBindChannel(BinaryReader reader)
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{
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@@ -268,8 +299,8 @@ namespace AssetStudio
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public class ParserBindChannels
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{
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public List<ShaderBindChannel> m_Channels { get; set; }
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public uint m_SourceMap { get; set; }
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public List<ShaderBindChannel> m_Channels;
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public uint m_SourceMap;
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public ParserBindChannels(BinaryReader reader)
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{
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@@ -287,11 +318,11 @@ namespace AssetStudio
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public class VectorParameter
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{
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public int m_NameIndex { get; set; }
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public int m_Index { get; set; }
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public int m_ArraySize { get; set; }
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public sbyte m_Type { get; set; }
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public sbyte m_Dim { get; set; }
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public int m_NameIndex;
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public int m_Index;
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public int m_ArraySize;
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public sbyte m_Type;
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public sbyte m_Dim;
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public VectorParameter(BinaryReader reader)
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{
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@@ -306,11 +337,11 @@ namespace AssetStudio
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public class MatrixParameter
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{
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public int m_NameIndex { get; set; }
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public int m_Index { get; set; }
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public int m_ArraySize { get; set; }
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public sbyte m_Type { get; set; }
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public sbyte m_RowCount { get; set; }
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public int m_NameIndex;
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public int m_Index;
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public int m_ArraySize;
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public sbyte m_Type;
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public sbyte m_RowCount;
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public MatrixParameter(BinaryReader reader)
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{
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@@ -325,10 +356,10 @@ namespace AssetStudio
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public class TextureParameter
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{
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public int m_NameIndex { get; set; }
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public int m_Index { get; set; }
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public int m_SamplerIndex { get; set; }
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public sbyte m_Dim { get; set; }
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public int m_NameIndex;
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public int m_Index;
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public int m_SamplerIndex;
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public sbyte m_Dim;
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public TextureParameter(ObjectReader reader)
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{
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@@ -348,8 +379,8 @@ namespace AssetStudio
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public class BufferBinding
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{
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public int m_NameIndex { get; set; }
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public int m_Index { get; set; }
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public int m_NameIndex;
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public int m_Index;
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public BufferBinding(BinaryReader reader)
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{
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@@ -360,11 +391,11 @@ namespace AssetStudio
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public class ConstantBuffer
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{
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public int m_NameIndex { get; set; }
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public List<MatrixParameter> m_MatrixParams { get; set; }
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public List<VectorParameter> m_VectorParams { get; set; }
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public List<StructParameter> m_StructParams { get; set; }
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public int m_Size { get; set; }
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public int m_NameIndex;
|
||||
public List<MatrixParameter> m_MatrixParams;
|
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public List<VectorParameter> m_VectorParams;
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public List<StructParameter> m_StructParams;
|
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public int m_Size;
|
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|
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public ConstantBuffer(ObjectReader reader)
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{
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@@ -400,9 +431,9 @@ namespace AssetStudio
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public class UAVParameter
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{
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public int m_NameIndex { get; set; }
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public int m_Index { get; set; }
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public int m_OriginalIndex { get; set; }
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public int m_NameIndex;
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public int m_Index;
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||||
public int m_OriginalIndex;
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||||
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||||
public UAVParameter(BinaryReader reader)
|
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{
|
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@@ -412,21 +443,52 @@ namespace AssetStudio
|
||||
}
|
||||
}
|
||||
|
||||
public enum ShaderGpuProgramType
|
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{
|
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kShaderGpuProgramUnknown = 0,
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kShaderGpuProgramGLLegacy = 1,
|
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kShaderGpuProgramGLES31AEP = 2,
|
||||
kShaderGpuProgramGLES31 = 3,
|
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kShaderGpuProgramGLES3 = 4,
|
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kShaderGpuProgramGLES = 5,
|
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kShaderGpuProgramGLCore32 = 6,
|
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kShaderGpuProgramGLCore41 = 7,
|
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kShaderGpuProgramGLCore43 = 8,
|
||||
kShaderGpuProgramDX9VertexSM20 = 9,
|
||||
kShaderGpuProgramDX9VertexSM30 = 10,
|
||||
kShaderGpuProgramDX9PixelSM20 = 11,
|
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kShaderGpuProgramDX9PixelSM30 = 12,
|
||||
kShaderGpuProgramDX10Level9Vertex = 13,
|
||||
kShaderGpuProgramDX10Level9Pixel = 14,
|
||||
kShaderGpuProgramDX11VertexSM40 = 15,
|
||||
kShaderGpuProgramDX11VertexSM50 = 16,
|
||||
kShaderGpuProgramDX11PixelSM40 = 17,
|
||||
kShaderGpuProgramDX11PixelSM50 = 18,
|
||||
kShaderGpuProgramDX11GeometrySM40 = 19,
|
||||
kShaderGpuProgramDX11GeometrySM50 = 20,
|
||||
kShaderGpuProgramDX11HullSM50 = 21,
|
||||
kShaderGpuProgramDX11DomainSM50 = 22,
|
||||
kShaderGpuProgramMetalVS = 23,
|
||||
kShaderGpuProgramMetalFS = 24,
|
||||
kShaderGpuProgramSPIRV = 25,
|
||||
kShaderGpuProgramConsole = 26,
|
||||
};
|
||||
|
||||
public class SerializedSubProgram
|
||||
{
|
||||
public uint m_BlobIndex { get; set; }
|
||||
public ParserBindChannels m_Channels { get; set; }
|
||||
public List<ushort> m_KeywordIndices { get; set; }
|
||||
public sbyte m_ShaderHardwareTier { get; set; }
|
||||
public sbyte m_GpuProgramType { get; set; }
|
||||
public List<VectorParameter> m_VectorParams { get; set; }
|
||||
public List<MatrixParameter> m_MatrixParams { get; set; }
|
||||
public List<TextureParameter> m_TextureParams { get; set; }
|
||||
public List<BufferBinding> m_BufferParams { get; set; }
|
||||
public List<ConstantBuffer> m_ConstantBuffers { get; set; }
|
||||
public List<BufferBinding> m_ConstantBufferBindings { get; set; }
|
||||
public List<UAVParameter> m_UAVParams { get; set; }
|
||||
public List<SamplerParameter> m_Samplers { get; set; }
|
||||
public uint m_BlobIndex;
|
||||
public ParserBindChannels m_Channels;
|
||||
public List<ushort> m_KeywordIndices;
|
||||
public sbyte m_ShaderHardwareTier;
|
||||
public ShaderGpuProgramType m_GpuProgramType;
|
||||
public List<VectorParameter> m_VectorParams;
|
||||
public List<MatrixParameter> m_MatrixParams;
|
||||
public List<TextureParameter> m_TextureParams;
|
||||
public List<BufferBinding> m_BufferParams;
|
||||
public List<ConstantBuffer> m_ConstantBuffers;
|
||||
public List<BufferBinding> m_ConstantBufferBindings;
|
||||
public List<UAVParameter> m_UAVParams;
|
||||
public List<SamplerParameter> m_Samplers;
|
||||
|
||||
public SerializedSubProgram(ObjectReader reader)
|
||||
{
|
||||
@@ -446,7 +508,7 @@ namespace AssetStudio
|
||||
reader.AlignStream(4);
|
||||
}
|
||||
m_ShaderHardwareTier = reader.ReadSByte();
|
||||
m_GpuProgramType = reader.ReadSByte();
|
||||
m_GpuProgramType = (ShaderGpuProgramType)reader.ReadSByte();
|
||||
reader.AlignStream(4);
|
||||
|
||||
int numVectorParams = reader.ReadInt32();
|
||||
@@ -516,7 +578,7 @@ namespace AssetStudio
|
||||
|
||||
public class SerializedProgram
|
||||
{
|
||||
public List<SerializedSubProgram> m_SubPrograms { get; set; }
|
||||
public List<SerializedSubProgram> m_SubPrograms;
|
||||
|
||||
public SerializedProgram(ObjectReader reader)
|
||||
{
|
||||
@@ -529,22 +591,29 @@ namespace AssetStudio
|
||||
}
|
||||
}
|
||||
|
||||
public enum PassType
|
||||
{
|
||||
kPassTypeNormal = 0,
|
||||
kPassTypeUse = 1,
|
||||
kPassTypeGrab = 2
|
||||
};
|
||||
|
||||
public class SerializedPass
|
||||
{
|
||||
public List<KeyValuePair<string, int>> m_NameIndices { get; set; }
|
||||
public int m_Type { get; set; }
|
||||
public SerializedShaderState m_State { get; set; }
|
||||
public uint m_ProgramMask { get; set; }
|
||||
public SerializedProgram progVertex { get; set; }
|
||||
public SerializedProgram progFragment { get; set; }
|
||||
public SerializedProgram progGeometry { get; set; }
|
||||
public SerializedProgram progHull { get; set; }
|
||||
public SerializedProgram progDomain { get; set; }
|
||||
public bool m_HasInstancingVariant { get; set; }
|
||||
public string m_UseName { get; set; }
|
||||
public string m_Name { get; set; }
|
||||
public string m_TextureName { get; set; }
|
||||
public SerializedTagMap m_Tags { get; set; }
|
||||
public List<KeyValuePair<string, int>> m_NameIndices;
|
||||
public PassType m_Type;
|
||||
public SerializedShaderState m_State;
|
||||
public uint m_ProgramMask;
|
||||
public SerializedProgram progVertex;
|
||||
public SerializedProgram progFragment;
|
||||
public SerializedProgram progGeometry;
|
||||
public SerializedProgram progHull;
|
||||
public SerializedProgram progDomain;
|
||||
public bool m_HasInstancingVariant;
|
||||
public string m_UseName;
|
||||
public string m_Name;
|
||||
public string m_TextureName;
|
||||
public SerializedTagMap m_Tags;
|
||||
|
||||
public SerializedPass(ObjectReader reader)
|
||||
{
|
||||
@@ -557,7 +626,7 @@ namespace AssetStudio
|
||||
m_NameIndices.Add(new KeyValuePair<string, int>(reader.ReadAlignedString(), reader.ReadInt32()));
|
||||
}
|
||||
|
||||
m_Type = reader.ReadInt32();
|
||||
m_Type = (PassType)reader.ReadInt32();
|
||||
m_State = new SerializedShaderState(reader);
|
||||
m_ProgramMask = reader.ReadUInt32();
|
||||
progVertex = new SerializedProgram(reader);
|
||||
@@ -580,7 +649,7 @@ namespace AssetStudio
|
||||
|
||||
public class SerializedTagMap
|
||||
{
|
||||
public List<KeyValuePair<string, string>> tags { get; set; }
|
||||
public List<KeyValuePair<string, string>> tags;
|
||||
|
||||
public SerializedTagMap(BinaryReader reader)
|
||||
{
|
||||
@@ -595,9 +664,9 @@ namespace AssetStudio
|
||||
|
||||
public class SerializedSubShader
|
||||
{
|
||||
public List<SerializedPass> m_Passes { get; set; }
|
||||
public SerializedTagMap m_Tags { get; set; }
|
||||
public int m_LOD { get; set; }
|
||||
public List<SerializedPass> m_Passes;
|
||||
public SerializedTagMap m_Tags;
|
||||
public int m_LOD;
|
||||
|
||||
public SerializedSubShader(ObjectReader reader)
|
||||
{
|
||||
@@ -615,8 +684,8 @@ namespace AssetStudio
|
||||
|
||||
public class SerializedShaderDependency
|
||||
{
|
||||
public string from { get; set; }
|
||||
public string to { get; set; }
|
||||
public string from;
|
||||
public string to;
|
||||
|
||||
public SerializedShaderDependency(BinaryReader reader)
|
||||
{
|
||||
@@ -627,13 +696,13 @@ namespace AssetStudio
|
||||
|
||||
public class SerializedShader
|
||||
{
|
||||
public SerializedProperties m_PropInfo { get; set; }
|
||||
public List<SerializedSubShader> m_SubShaders { get; set; }
|
||||
public string m_Name { get; set; }
|
||||
public string m_CustomEditorName { get; set; }
|
||||
public string m_FallbackName { get; set; }
|
||||
public List<SerializedShaderDependency> m_Dependencies { get; set; }
|
||||
public bool m_DisableNoSubshadersMessage { get; set; }
|
||||
public SerializedProperties m_PropInfo;
|
||||
public List<SerializedSubShader> m_SubShaders;
|
||||
public string m_Name;
|
||||
public string m_CustomEditorName;
|
||||
public string m_FallbackName;
|
||||
public List<SerializedShaderDependency> m_Dependencies;
|
||||
public bool m_DisableNoSubshadersMessage;
|
||||
|
||||
public SerializedShader(ObjectReader reader)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user