public TextureDimension GetPropertyTextureDimension(int propertyIndex) { Shader.CheckPropertyIndex(this, propertyIndex); bool flag = this.GetPropertyType(propertyIndex) != ShaderPropertyType.Texture; if (flag) { throw new ArgumentException("Property type is not TexEnv."); } return(Shader.GetPropertyTextureDimension(this, propertyIndex)); }
public bool FindTextureStack(int propertyIndex, out string stackName, out int layerIndex) { Shader.CheckPropertyIndex(this, propertyIndex); ShaderPropertyType propertyType = this.GetPropertyType(propertyIndex); bool flag = propertyType != ShaderPropertyType.Texture; if (flag) { throw new ArgumentException("Property type is not Texture."); } return(Shader.FindTextureStackImpl(this, propertyIndex, out stackName, out layerIndex)); }
public string GetPropertyTextureDefaultName(int propertyIndex) { Shader.CheckPropertyIndex(this, propertyIndex); ShaderPropertyType propertyType = this.GetPropertyType(propertyIndex); bool flag = propertyType != ShaderPropertyType.Texture; if (flag) { throw new ArgumentException("Property type is not Texture."); } return(Shader.GetPropertyTextureDefaultName(this, propertyIndex)); }
public Vector4 GetPropertyDefaultVectorValue(int propertyIndex) { Shader.CheckPropertyIndex(this, propertyIndex); ShaderPropertyType propertyType = this.GetPropertyType(propertyIndex); bool flag = propertyType != ShaderPropertyType.Color && propertyType != ShaderPropertyType.Vector; if (flag) { throw new ArgumentException("Property type is not Color or Vector."); } return(Shader.GetPropertyDefaultValue(this, propertyIndex)); }
public float GetPropertyDefaultFloatValue(int propertyIndex) { Shader.CheckPropertyIndex(this, propertyIndex); ShaderPropertyType propertyType = this.GetPropertyType(propertyIndex); bool flag = propertyType != ShaderPropertyType.Float && propertyType != ShaderPropertyType.Range; if (flag) { throw new ArgumentException("Property type is not Float or Range."); } return(Shader.GetPropertyDefaultValue(this, propertyIndex)[0]); }
public Vector2 GetPropertyRangeLimits(int propertyIndex) { Shader.CheckPropertyIndex(this, propertyIndex); bool flag = this.GetPropertyType(propertyIndex) != ShaderPropertyType.Range; if (flag) { throw new ArgumentException("Property type is not Range."); } Vector4 propertyDefaultValue = Shader.GetPropertyDefaultValue(this, propertyIndex); return(new Vector2(propertyDefaultValue[1], propertyDefaultValue[2])); }
public string[] GetPropertyAttributes(int propertyIndex) { Shader.CheckPropertyIndex(this, propertyIndex); return(Shader.GetPropertyAttributes(this, propertyIndex)); }
public ShaderPropertyFlags GetPropertyFlags(int propertyIndex) { Shader.CheckPropertyIndex(this, propertyIndex); return(Shader.GetPropertyFlags(this, propertyIndex)); }
public string GetPropertyDescription(int propertyIndex) { Shader.CheckPropertyIndex(this, propertyIndex); return(Shader.GetPropertyDescription(this, propertyIndex)); }
public ShaderPropertyType GetPropertyType(int propertyIndex) { Shader.CheckPropertyIndex(this, propertyIndex); return(Shader.GetPropertyType(this, propertyIndex)); }
public int GetPropertyNameId(int propertyIndex) { Shader.CheckPropertyIndex(this, propertyIndex); return(Shader.GetPropertyNameId(this, propertyIndex)); }
public string GetPropertyName(int propertyIndex) { Shader.CheckPropertyIndex(this, propertyIndex); return(Shader.GetPropertyName(this, propertyIndex)); }