- [Core] Fix bug with assets parsing.
This commit is contained in:
@@ -18,8 +18,8 @@ namespace AssetStudio
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public class StructParameter
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{
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public MatrixParameter[] m_MatrixParams;
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public VectorParameter[] m_VectorParams;
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public List<MatrixParameter> m_MatrixParams;
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public List<VectorParameter> m_VectorParams;
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public StructParameter(EndianBinaryReader reader)
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{
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@@ -29,17 +29,17 @@ namespace AssetStudio
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var m_StructSize = reader.ReadInt32();
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int numVectorParams = reader.ReadInt32();
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m_VectorParams = new VectorParameter[numVectorParams];
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m_VectorParams = new List<VectorParameter>();
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for (int i = 0; i < numVectorParams; i++)
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{
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m_VectorParams[i] = new VectorParameter(reader);
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m_VectorParams.Add(new VectorParameter(reader));
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}
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int numMatrixParams = reader.ReadInt32();
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m_MatrixParams = new MatrixParameter[numMatrixParams];
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m_MatrixParams = new List<MatrixParameter>();
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for (int i = 0; i < numMatrixParams; i++)
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{
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m_MatrixParams[i] = new MatrixParameter(reader);
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m_MatrixParams.Add(new MatrixParameter(reader));
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}
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}
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}
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@@ -113,15 +113,15 @@ namespace AssetStudio
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public class SerializedProperties
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{
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public SerializedProperty[] m_Props;
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public List<SerializedProperty> m_Props;
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public SerializedProperties(EndianBinaryReader reader)
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{
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int numProps = reader.ReadInt32();
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m_Props = new SerializedProperty[numProps];
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m_Props = new List<SerializedProperty>();
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for (int i = 0; i < numProps; i++)
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{
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m_Props[i] = new SerializedProperty(reader);
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m_Props.Add(new SerializedProperty(reader));
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}
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}
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}
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@@ -206,7 +206,7 @@ namespace AssetStudio
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public class SerializedShaderState
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{
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public string m_Name;
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public SerializedShaderRTBlendState[] rtBlend;
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public List<SerializedShaderRTBlendState> rtBlend;
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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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@@ -237,10 +237,10 @@ namespace AssetStudio
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var version = reader.version;
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m_Name = reader.ReadAlignedString();
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rtBlend = new SerializedShaderRTBlendState[8];
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rtBlend = new List<SerializedShaderRTBlendState>();
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for (int i = 0; i < 8; i++)
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{
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rtBlend[i] = new SerializedShaderRTBlendState(reader);
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rtBlend.Add(new SerializedShaderRTBlendState(reader));
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}
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rtSeparateBlend = reader.ReadBoolean();
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reader.AlignStream();
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@@ -291,16 +291,16 @@ namespace AssetStudio
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public class ParserBindChannels
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{
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public ShaderBindChannel[] m_Channels;
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public List<ShaderBindChannel> m_Channels;
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public uint m_SourceMap;
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public ParserBindChannels(EndianBinaryReader reader)
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{
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int numChannels = reader.ReadInt32();
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m_Channels = new ShaderBindChannel[numChannels];
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m_Channels = new List<ShaderBindChannel>();
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for (int i = 0; i < numChannels; i++)
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{
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m_Channels[i] = new ShaderBindChannel(reader);
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m_Channels.Add(new ShaderBindChannel(reader));
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}
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reader.AlignStream();
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@@ -391,9 +391,9 @@ namespace AssetStudio
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public class ConstantBuffer
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{
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public int m_NameIndex;
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public MatrixParameter[] m_MatrixParams;
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public VectorParameter[] m_VectorParams;
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public StructParameter[] m_StructParams;
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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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public bool m_IsPartialCB;
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@@ -404,25 +404,25 @@ namespace AssetStudio
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m_NameIndex = reader.ReadInt32();
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int numMatrixParams = reader.ReadInt32();
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m_MatrixParams = new MatrixParameter[numMatrixParams];
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m_MatrixParams = new List<MatrixParameter>();
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for (int i = 0; i < numMatrixParams; i++)
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{
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m_MatrixParams[i] = new MatrixParameter(reader);
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m_MatrixParams.Add(new MatrixParameter(reader));
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}
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int numVectorParams = reader.ReadInt32();
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m_VectorParams = new VectorParameter[numVectorParams];
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m_VectorParams = new List<VectorParameter>();
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for (int i = 0; i < numVectorParams; i++)
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{
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m_VectorParams[i] = new VectorParameter(reader);
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m_VectorParams.Add(new VectorParameter(reader));
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}
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if (version[0] > 2017 || (version[0] == 2017 && version[1] >= 3)) //2017.3 and up
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{
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int numStructParams = reader.ReadInt32();
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m_StructParams = new StructParameter[numStructParams];
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m_StructParams = new List<StructParameter>();
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for (int i = 0; i < numStructParams; i++)
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{
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m_StructParams[i] = new StructParameter(reader);
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m_StructParams.Add(new StructParameter(reader));
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}
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}
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m_Size = reader.ReadInt32();
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@@ -492,71 +492,71 @@ namespace AssetStudio
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public class SerializedProgramParameters
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{
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public VectorParameter[] m_VectorParams;
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public MatrixParameter[] m_MatrixParams;
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public TextureParameter[] m_TextureParams;
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public BufferBinding[] m_BufferParams;
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public ConstantBuffer[] m_ConstantBuffers;
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public BufferBinding[] m_ConstantBufferBindings;
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public UAVParameter[] m_UAVParams;
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public SamplerParameter[] m_Samplers;
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public List<VectorParameter> m_VectorParams;
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public List<MatrixParameter> m_MatrixParams;
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public List<TextureParameter> m_TextureParams;
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public List<BufferBinding> m_BufferParams;
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public List<ConstantBuffer> m_ConstantBuffers;
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public List<BufferBinding> m_ConstantBufferBindings;
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public List<UAVParameter> m_UAVParams;
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public List<SamplerParameter> m_Samplers;
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public SerializedProgramParameters(ObjectReader reader)
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{
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int numVectorParams = reader.ReadInt32();
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m_VectorParams = new VectorParameter[numVectorParams];
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m_VectorParams = new List<VectorParameter>();
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for (int i = 0; i < numVectorParams; i++)
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{
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m_VectorParams[i] = new VectorParameter(reader);
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m_VectorParams.Add(new VectorParameter(reader));
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}
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int numMatrixParams = reader.ReadInt32();
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m_MatrixParams = new MatrixParameter[numMatrixParams];
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m_MatrixParams = new List<MatrixParameter>();
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for (int i = 0; i < numMatrixParams; i++)
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{
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m_MatrixParams[i] = new MatrixParameter(reader);
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m_MatrixParams.Add(new MatrixParameter(reader));
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}
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int numTextureParams = reader.ReadInt32();
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m_TextureParams = new TextureParameter[numTextureParams];
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m_TextureParams = new List<TextureParameter>();
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for (int i = 0; i < numTextureParams; i++)
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{
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m_TextureParams[i] = new TextureParameter(reader);
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m_TextureParams.Add(new TextureParameter(reader));
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}
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int numBufferParams = reader.ReadInt32();
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m_BufferParams = new BufferBinding[numBufferParams];
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m_BufferParams = new List<BufferBinding>();
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for (int i = 0; i < numBufferParams; i++)
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{
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m_BufferParams[i] = new BufferBinding(reader);
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m_BufferParams.Add(new BufferBinding(reader));
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}
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int numConstantBuffers = reader.ReadInt32();
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m_ConstantBuffers = new ConstantBuffer[numConstantBuffers];
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m_ConstantBuffers = new List<ConstantBuffer>();
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for (int i = 0; i < numConstantBuffers; i++)
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{
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m_ConstantBuffers[i] = new ConstantBuffer(reader);
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m_ConstantBuffers.Add(new ConstantBuffer(reader));
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}
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int numConstantBufferBindings = reader.ReadInt32();
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m_ConstantBufferBindings = new BufferBinding[numConstantBufferBindings];
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m_ConstantBufferBindings = new List<BufferBinding>();
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for (int i = 0; i < numConstantBufferBindings; i++)
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{
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m_ConstantBufferBindings[i] = new BufferBinding(reader);
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m_ConstantBufferBindings.Add(new BufferBinding(reader));
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}
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int numUAVParams = reader.ReadInt32();
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m_UAVParams = new UAVParameter[numUAVParams];
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m_UAVParams = new List<UAVParameter>();
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for (int i = 0; i < numUAVParams; i++)
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{
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m_UAVParams[i] = new UAVParameter(reader);
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m_UAVParams.Add(new UAVParameter(reader));
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}
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int numSamplers = reader.ReadInt32();
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m_Samplers = new SamplerParameter[numSamplers];
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m_Samplers = new List<SamplerParameter>();
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for (int i = 0; i < numSamplers; i++)
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{
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m_Samplers[i] = new SamplerParameter(reader);
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m_Samplers.Add(new SamplerParameter(reader));
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}
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}
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}
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@@ -569,14 +569,14 @@ namespace AssetStudio
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public sbyte m_ShaderHardwareTier;
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public ShaderGpuProgramType m_GpuProgramType;
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public SerializedProgramParameters m_Parameters;
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public VectorParameter[] m_VectorParams;
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public MatrixParameter[] m_MatrixParams;
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public TextureParameter[] m_TextureParams;
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public BufferBinding[] m_BufferParams;
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public ConstantBuffer[] m_ConstantBuffers;
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public BufferBinding[] m_ConstantBufferBindings;
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public UAVParameter[] m_UAVParams;
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public SamplerParameter[] m_Samplers;
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public List<VectorParameter> m_VectorParams;
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public List<MatrixParameter> m_MatrixParams;
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public List<TextureParameter> m_TextureParams;
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public List<BufferBinding> m_BufferParams;
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public List<ConstantBuffer> m_ConstantBuffers;
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public List<BufferBinding> m_ConstantBufferBindings;
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public List<UAVParameter> m_UAVParams;
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public List<SamplerParameter> m_Samplers;
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public static bool HasGlobalLocalKeywordIndices(SerializedType type) => type.Match("E99740711222CD922E9A6F92FF1EB07A", "450A058C218DAF000647948F2F59DA6D");
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public static bool HasInstancedStructuredBuffers(SerializedType type) => type.Match("E99740711222CD922E9A6F92FF1EB07A");
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@@ -630,61 +630,61 @@ namespace AssetStudio
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else
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{
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int numVectorParams = reader.ReadInt32();
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m_VectorParams = new VectorParameter[numVectorParams];
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m_VectorParams = new List<VectorParameter>();
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for (int i = 0; i < numVectorParams; i++)
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{
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m_VectorParams[i] = new VectorParameter(reader);
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m_VectorParams.Add(new VectorParameter(reader));
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}
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int numMatrixParams = reader.ReadInt32();
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m_MatrixParams = new MatrixParameter[numMatrixParams];
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m_MatrixParams = new List<MatrixParameter>();
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for (int i = 0; i < numMatrixParams; i++)
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{
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m_MatrixParams[i] = new MatrixParameter(reader);
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m_MatrixParams.Add(new MatrixParameter(reader));
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}
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int numTextureParams = reader.ReadInt32();
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m_TextureParams = new TextureParameter[numTextureParams];
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m_TextureParams = new List<TextureParameter>();
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for (int i = 0; i < numTextureParams; i++)
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{
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m_TextureParams[i] = new TextureParameter(reader);
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m_TextureParams.Add(new TextureParameter(reader));
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}
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int numBufferParams = reader.ReadInt32();
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m_BufferParams = new BufferBinding[numBufferParams];
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m_BufferParams = new List<BufferBinding>();
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for (int i = 0; i < numBufferParams; i++)
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{
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m_BufferParams[i] = new BufferBinding(reader);
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m_BufferParams.Add(new BufferBinding(reader));
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}
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int numConstantBuffers = reader.ReadInt32();
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m_ConstantBuffers = new ConstantBuffer[numConstantBuffers];
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m_ConstantBuffers = new List<ConstantBuffer>();
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for (int i = 0; i < numConstantBuffers; i++)
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{
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m_ConstantBuffers[i] = new ConstantBuffer(reader);
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m_ConstantBuffers.Add(new ConstantBuffer(reader));
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}
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int numConstantBufferBindings = reader.ReadInt32();
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m_ConstantBufferBindings = new BufferBinding[numConstantBufferBindings];
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m_ConstantBufferBindings = new List<BufferBinding>();
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for (int i = 0; i < numConstantBufferBindings; i++)
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{
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m_ConstantBufferBindings[i] = new BufferBinding(reader);
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m_ConstantBufferBindings.Add(new BufferBinding(reader));
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}
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int numUAVParams = reader.ReadInt32();
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m_UAVParams = new UAVParameter[numUAVParams];
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m_UAVParams = new List<UAVParameter>();
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for (int i = 0; i < numUAVParams; i++)
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{
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m_UAVParams[i] = new UAVParameter(reader);
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m_UAVParams.Add(new UAVParameter(reader));
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}
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if (version[0] >= 2017) //2017 and up
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{
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int numSamplers = reader.ReadInt32();
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m_Samplers = new SamplerParameter[numSamplers];
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m_Samplers = new List<SamplerParameter>();
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for (int i = 0; i < numSamplers; i++)
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{
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m_Samplers[i] = new SamplerParameter(reader);
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m_Samplers.Add(new SamplerParameter(reader));
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}
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}
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}
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@@ -704,10 +704,10 @@ namespace AssetStudio
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if (HasInstancedStructuredBuffers(reader.serializedType))
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{
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int numInstancedStructuredBuffers = reader.ReadInt32();
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var m_InstancedStructuredBuffers = new ConstantBuffer[numInstancedStructuredBuffers];
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var m_InstancedStructuredBuffers = new List<ConstantBuffer>();
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for (int i = 0; i < numInstancedStructuredBuffers; i++)
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{
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m_InstancedStructuredBuffers[i] = new ConstantBuffer(reader);
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m_InstancedStructuredBuffers.Add(new ConstantBuffer(reader));
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}
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}
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}
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@@ -715,7 +715,7 @@ namespace AssetStudio
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public class SerializedProgram
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{
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public SerializedSubProgram[] m_SubPrograms;
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public List<SerializedSubProgram> m_SubPrograms;
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public SerializedProgramParameters m_CommonParameters;
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public ushort[] m_SerializedKeywordStateMask;
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@@ -724,10 +724,10 @@ namespace AssetStudio
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var version = reader.version;
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int numSubPrograms = reader.ReadInt32();
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m_SubPrograms = new SerializedSubProgram[numSubPrograms];
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m_SubPrograms = new List<SerializedSubProgram>();
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for (int i = 0; i < numSubPrograms; i++)
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{
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m_SubPrograms[i] = new SerializedSubProgram(reader);
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m_SubPrograms.Add(new SerializedSubProgram(reader));
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}
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if ((version[0] == 2020 && version[1] > 3) ||
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@@ -756,11 +756,11 @@ namespace AssetStudio
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public class SerializedPass
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{
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public Hash128[] m_EditorDataHash;
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public List<Hash128> m_EditorDataHash;
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public byte[] m_Platforms;
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public ushort[] m_LocalKeywordMask;
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public ushort[] m_GlobalKeywordMask;
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public KeyValuePair<string, int>[] m_NameIndices;
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public List<KeyValuePair<string, int>> m_NameIndices;
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public PassType m_Type;
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public SerializedShaderState m_State;
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public uint m_ProgramMask;
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@@ -784,10 +784,10 @@ namespace AssetStudio
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if (version[0] > 2020 || (version[0] == 2020 && version[1] >= 2)) //2020.2 and up
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{
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int numEditorDataHash = reader.ReadInt32();
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m_EditorDataHash = new Hash128[numEditorDataHash];
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m_EditorDataHash = new List<Hash128>();
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for (int i = 0; i < numEditorDataHash; i++)
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{
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m_EditorDataHash[i] = new Hash128(reader);
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m_EditorDataHash.Add(new Hash128(reader));
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}
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reader.AlignStream();
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m_Platforms = reader.ReadUInt8Array();
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@@ -802,10 +802,10 @@ namespace AssetStudio
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}
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int numIndices = reader.ReadInt32();
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m_NameIndices = new KeyValuePair<string, int>[numIndices];
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m_NameIndices = new List<KeyValuePair<string, int>>();
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for (int i = 0; i < numIndices; i++)
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{
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m_NameIndices[i] = new KeyValuePair<string, int>(reader.ReadAlignedString(), reader.ReadInt32());
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m_NameIndices.Add(new KeyValuePair<string, int>(reader.ReadAlignedString(), reader.ReadInt32()));
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}
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m_Type = (PassType)reader.ReadInt32();
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@@ -840,32 +840,32 @@ namespace AssetStudio
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public class SerializedTagMap
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{
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public KeyValuePair<string, string>[] tags;
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public List<KeyValuePair<string, string>> tags;
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public SerializedTagMap(EndianBinaryReader reader)
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{
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int numTags = reader.ReadInt32();
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tags = new KeyValuePair<string, string>[numTags];
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tags = new List<KeyValuePair<string, string>>();
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for (int i = 0; i < numTags; i++)
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{
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tags[i] = new KeyValuePair<string, string>(reader.ReadAlignedString(), reader.ReadAlignedString());
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tags.Add(new KeyValuePair<string, string>(reader.ReadAlignedString(), reader.ReadAlignedString()));
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}
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}
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}
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public class SerializedSubShader
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{
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public SerializedPass[] m_Passes;
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public List<SerializedPass> m_Passes;
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public SerializedTagMap m_Tags;
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public int m_LOD;
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public SerializedSubShader(ObjectReader reader)
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{
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int numPasses = reader.ReadInt32();
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m_Passes = new SerializedPass[numPasses];
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m_Passes = new List<SerializedPass>();
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for (int i = 0; i < numPasses; i++)
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{
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m_Passes[i] = new SerializedPass(reader);
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m_Passes.Add(new SerializedPass(reader));
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}
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m_Tags = new SerializedTagMap(reader);
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@@ -900,14 +900,14 @@ namespace AssetStudio
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public class SerializedShader
|
||||
{
|
||||
public SerializedProperties m_PropInfo;
|
||||
public SerializedSubShader[] m_SubShaders;
|
||||
public List<SerializedSubShader> m_SubShaders;
|
||||
public string[] m_KeywordNames;
|
||||
public byte[] m_KeywordFlags;
|
||||
public string m_Name;
|
||||
public string m_CustomEditorName;
|
||||
public string m_FallbackName;
|
||||
public SerializedShaderDependency[] m_Dependencies;
|
||||
public SerializedCustomEditorForRenderPipeline[] m_CustomEditorForRenderPipelines;
|
||||
public List<SerializedShaderDependency> m_Dependencies;
|
||||
public List<SerializedCustomEditorForRenderPipeline> m_CustomEditorForRenderPipelines;
|
||||
public bool m_DisableNoSubshadersMessage;
|
||||
|
||||
public SerializedShader(ObjectReader reader)
|
||||
@@ -917,10 +917,10 @@ namespace AssetStudio
|
||||
m_PropInfo = new SerializedProperties(reader);
|
||||
|
||||
int numSubShaders = reader.ReadInt32();
|
||||
m_SubShaders = new SerializedSubShader[numSubShaders];
|
||||
m_SubShaders = new List<SerializedSubShader>();
|
||||
for (int i = 0; i < numSubShaders; i++)
|
||||
{
|
||||
m_SubShaders[i] = new SerializedSubShader(reader);
|
||||
m_SubShaders.Add(new SerializedSubShader(reader));
|
||||
}
|
||||
|
||||
if (version[0] > 2021 || (version[0] == 2021 && version[1] >= 2)) //2021.2 and up
|
||||
@@ -935,19 +935,19 @@ namespace AssetStudio
|
||||
m_FallbackName = reader.ReadAlignedString();
|
||||
|
||||
int numDependencies = reader.ReadInt32();
|
||||
m_Dependencies = new SerializedShaderDependency[numDependencies];
|
||||
m_Dependencies = new List<SerializedShaderDependency>();
|
||||
for (int i = 0; i < numDependencies; i++)
|
||||
{
|
||||
m_Dependencies[i] = new SerializedShaderDependency(reader);
|
||||
m_Dependencies.Add(new SerializedShaderDependency(reader));
|
||||
}
|
||||
|
||||
if (version[0] >= 2021) //2021.1 and up
|
||||
{
|
||||
int m_CustomEditorForRenderPipelinesSize = reader.ReadInt32();
|
||||
m_CustomEditorForRenderPipelines = new SerializedCustomEditorForRenderPipeline[m_CustomEditorForRenderPipelinesSize];
|
||||
m_CustomEditorForRenderPipelines = new List<SerializedCustomEditorForRenderPipeline>();
|
||||
for (int i = 0; i < m_CustomEditorForRenderPipelinesSize; i++)
|
||||
{
|
||||
m_CustomEditorForRenderPipelines[i] = new SerializedCustomEditorForRenderPipeline(reader);
|
||||
m_CustomEditorForRenderPipelines.Add(new SerializedCustomEditorForRenderPipeline(reader));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user