public static Offset <ShaderPropertyFloat> CreateShaderPropertyFloat(FlatBufferBuilder builder,
                                                                      float value = 0)
 {
     builder.StartObject(1);
     ShaderPropertyFloat.AddValue(builder, value);
     return(ShaderPropertyFloat.EndShaderPropertyFloat(builder));
 }
        public ResourceObject Parse(ByteBuffer bb)
        {
            Schema.Material _material = Schema.Material.GetRootAsMaterial(bb);

            ResourceObjectMaterial result = new ResourceObjectMaterial(_material.Shader);

            UnityEngine.Material material = result.Unity3dObject as UnityEngine.Material;
            material.name = _material.Name;

            for (int i = 0; i < _material.PropertiesLength; i++)
            {
                Schema.ShaderProperty p = _material.GetProperties(i);
                switch (p.Type)
                {
                case ShaderPropertyType.Float:
                case ShaderPropertyType.Range:
                {
                    Schema.ShaderPropertyFloat f = p.GetValue <Schema.ShaderPropertyFloat>(fObj);
                    material.SetFloat(p.Names, f.Value);
                }
                break;

                case ShaderPropertyType.Color:
                {
                    Schema.ShaderPropertyColor c = p.GetValue <Schema.ShaderPropertyColor>(cObj);
                    material.SetColor(p.Names, new UnityEngine.Color(c.Color.R, c.Color.G, c.Color.B, c.Color.A));
                }
                break;

                case ShaderPropertyType.Vector:
                {
                    Schema.ShaderPropertyVector v = p.GetValue <Schema.ShaderPropertyVector>(vObj);
                    material.SetVector(p.Names, new Vector4(v.Vector.X, v.Vector.Y, v.Vector.Z, v.Vector.W));
                }
                break;

                case ShaderPropertyType.TexEnv:
                {
                    Schema.ShaderPropertyTexture t = p.GetValue <Schema.ShaderPropertyTexture>(tObj);
                    material.SetTextureOffset(p.Names, new Vector2(t.Offset.X, t.Offset.Y));
                    material.SetTextureScale(p.Names, new Vector2(t.Scale.X, t.Scale.Y));
                    result.AddTexture(t.Name, p.Names);
                }
                break;
                }
            }

            return(result);
        }
 public static ShaderPropertyFloat GetRootAsShaderPropertyFloat(ByteBuffer _bb, ShaderPropertyFloat obj)
 {
     return(obj.__init(_bb.GetInt(_bb.Position) + _bb.Position, _bb));
 }