public TextureImportParam(TextureImportName name, SamplerParam sampler, TextureImportTypes textureType, float metallicFactor, float roughnessFactor, GetTextureBytesAsync i0, GetTextureBytesAsync i1, GetTextureBytesAsync i2, GetTextureBytesAsync i3, GetTextureBytesAsync i4, GetTextureBytesAsync i5) { Name = name; Sampler = sampler; TextureType = textureType; MetallicFactor = metallicFactor; RoughnessFactor = roughnessFactor; Index0 = i0; Index1 = i1; Index2 = i2; Index3 = i3; Index4 = i4; Index5 = i5; }
public TextureImportParam(string name, string ext, string uri, Vector2 offset, Vector2 scale, SamplerParam sampler, TextureImportTypes textureType, float metallicFactor, float roughnessFactor, GetTextureBytesAsync i0, GetTextureBytesAsync i1, GetTextureBytesAsync i2, GetTextureBytesAsync i3, GetTextureBytesAsync i4, GetTextureBytesAsync i5) { UnityObjectName = name; Ext = ext; Uri = uri; Offset = offset; Scale = scale; Sampler = sampler; TextureType = textureType; MetallicFactor = metallicFactor; RoughnessFactor = roughnessFactor; Index0 = i0; Index1 = i1; Index2 = i2; Index3 = i3; Index4 = i4; Index5 = i5; }
public DeserializingTextureInfo(byte[] imageData, string dataMimeType, ColorSpace colorSpace, SamplerParam samplerParam) { ImageData = imageData; DataMimeType = dataMimeType; ColorSpace = colorSpace; UseMipmap = samplerParam.EnableMipMap; FilterMode = samplerParam.FilterMode; WrapModeU = samplerParam.WrapModesU; WrapModeV = samplerParam.WrapModesV; }