public MaterialType(ShaderName shader, PropName[] propNames, int flag) { this.shader = shader; this.texPropNames = Array.ConvertAll(propNames, value => value.ToString()); if (propNames.Length == 1) { hasRenderTex = (propNames[0] == PropName._RenderTex); } this.hasColor = ((flag & ShaderMapper.COLOR) != 0); this.isLighted = ((flag & ShaderMapper.LIGHT) != 0); this.isToony = ((flag & ShaderMapper.TOONY) != 0); this.isOutlined = ((flag & ShaderMapper.OUTLINE) != 0); this.isHair = ((flag & ShaderMapper.HAIR) != 0); this.isTrans = ((flag & ShaderMapper.TRANS) != 0); this.hasFloat1 = ((flag & ShaderMapper.FLOATVAL1) != 0); this.hasFloat2 = ((flag & ShaderMapper.FLOATVAL2) != 0); this.hasFloat3 = ((flag & ShaderMapper.FLOATVAL3) != 0); this.hasCutoff = ((flag & ShaderMapper.CUTTOFF) != 0); Init(); }
public MaterialType(ShaderName shader, string[] texPropNames, bool hasColor, bool isLighted, bool isToony, bool isOutlined, bool isTrans, bool isHair) { this.shader = shader; this.texPropNames = texPropNames; this.hasColor = hasColor; this.isLighted = isLighted; this.isToony = isToony; this.isOutlined = isOutlined; this.isHair = isHair; this.isTrans = isTrans; Init(); }