public BSEffectShaderProperty()
 {
     this.shaderFlags1 = 0U;
     this.shaderFlags2 = 0U;
     this.uvOffset = new UVCoord(0.0f, 0.0f);
     this.uvScale = new UVCoord(1f, 1f);
     this.sourceTexture = "";
     this.textureClampMode = 0U;
     this.falloffStartAngle = 0.0f;
     this.falloffStopAngle = 0.0f;
     this.falloffStartOpacity = 1f;
     this.falloffStopOpacity = 1f;
     this.emissiveColor = new Color4(0.0f, 0.0f, 0.0f, 0.0f);
     this.emissiveMultiple = 1f;
     this.softFalloffDepth = 0.0f;
     this.greyscaleTexture = "";
 }
 public override void Read(NiHeader header, BinaryReader reader)
 {
     base.Read(header, reader);
     this.shaderFlags1 = reader.ReadUInt32();
     this.shaderFlags2 = reader.ReadUInt32();
     this.uvOffset = Utils.ReadUVCoord(reader);
     this.uvScale = Utils.ReadUVCoord(reader);
     this.sourceTexture = Utils.ReadSizedString(reader);
     this.textureClampMode = reader.ReadUInt32();
     this.falloffStartAngle = reader.ReadSingle();
     this.falloffStopAngle = reader.ReadSingle();
     this.falloffStartOpacity = reader.ReadSingle();
     this.falloffStopOpacity = reader.ReadSingle();
     this.emissiveColor = Utils.ReadColor4(reader);
     this.emissiveMultiple = reader.ReadSingle();
     this.softFalloffDepth = reader.ReadSingle();
     this.greyscaleTexture = Utils.ReadSizedString(reader);
 }
 public static void WriteColor4(BinaryWriter writer, Color4 value)
 {
     writer.Write(value[0]);
     writer.Write(value[1]);
     writer.Write(value[2]);
     writer.Write(value[3]);
 }