public ShaderStage(FileReader reader) { Type = (ShaderType)reader.ReadUInt32(); uint numParams = reader.ReadUInt32(); Uniforms = new UniformParam[numParams]; for (int i = 0; i < numParams; i++) { Uniforms[i] = new UniformParam(reader); } uint numSamplers = reader.ReadUInt32(); Samplers = new SamplerParam[numSamplers]; for (int i = 0; i < numSamplers; i++) { Samplers[i] = new SamplerParam(reader); } foreach (var uniform in Uniforms) { UniformData.Add(uniform.Name, uniform.Data); } }
public TextureDescriptor(string name, 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; Offset = offset; Scale = scale; Sampler = sampler; TextureType = textureType; MetallicFactor = metallicFactor; RoughnessFactor = roughnessFactor; Index0 = i0; Index1 = i1; Index2 = i2; Index3 = i3; Index4 = i4; Index5 = i5; }