Пример #1
0
            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);
                }
            }
Пример #2
0
 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;
 }