using System; using UnityEngine; public class W9ParticleShaderFlags: ShaderFlagsBase { public const string FlagsName = "_W9ParticleShaderFlags"; public static int FlagsId = Shader.PropertyToID(FlagsName); public const string Flags1Name = "_W9ParticleShaderFlags1"; public static int Flags1Id = Shader.PropertyToID(Flags1Name); public const string WrapFlagsName = "_W9ParticleShaderWrapFlags"; public static int WrapFlagsId = Shader.PropertyToID(WrapFlagsName); public const string foldOutFlagName = "_W9ParticleShaderGUIFoldToggle"; public static int foldOutFlagId = Shader.PropertyToID(foldOutFlagName); public const string foldOutFlagName1 = "_W9ParticleShaderGUIFoldToggle1"; public static int foldOutFlagId1 = Shader.PropertyToID(foldOutFlagName1); public const string foldOutFlagName2 = "_W9ParticleShaderGUIFoldToggle2"; public static int foldOutFlagId2 = Shader.PropertyToID(foldOutFlagName2); public const string colorChannelFlagName = "_W9ParticleShaderColorChannelFlag"; public static int colorChannelFlagId = Shader.PropertyToID(colorChannelFlagName); public override int GetShaderFlagsId(int index = 0) { switch (index) { case 0: return FlagsId; case 1: return Flags1Id; case 2: return WrapFlagsId; //FoldOut必须要紧挨着,因为按照Index去拿AnimBool case 3: return foldOutFlagId; case 4: return foldOutFlagId1; case 5: return foldOutFlagId2; case 6: return colorChannelFlagId; default: return FlagsId; } } protected override string GetShaderFlagsName(int index = 0) { switch (index) { case 0: return FlagsName; case 1: return Flags1Name; case 2: return WrapFlagsName; case 3: return foldOutFlagName; case 4: return foldOutFlagName1; case 5: return colorChannelFlagName; default: return FlagsName; } } public W9ParticleShaderFlags(Material material = null): base(material) { } public const int FLAG_BIT_SATURABILITY_ON = 1 << 0; public const int FLAG_BIT_PARTICLE_NOISE_CHORATICABERRAT_WITH_NOISE = 1 << 1; public const int FLAG_BIT_PARTICLE_FRESNEL_FADE_ON = 1 << 2; public const int FLAG_BIT_PARTICLE_FRESNEL_COLOR_ON = 1 << 3; public const int FLAG_BIT_PARTICLE_USETEXCOORD2 = 1 << 4; public const int FLAG_BIT_PARTICLE_DISTANCEFADE_ON = 1 << 5; public const int FLAG_BIT_PARTICLE_CHORATICABERRAT= 1 << 6; public const int FLAG_BIT_PARTILCE_MASKMAPROTATIONANIMATION_ON = 1 << 7; public const int FLAG_BIT_PARTICLE_POLARCOORDINATES_ON = 1 << 8; public const int FLAG_BIT_PARTICLE_UTWIRL_ON = 1 << 9; public const int FLAG_BIT_PARTICLE_LINEARTOGAMMA_ON = 1 << 10; public const int FLAG_BIT_PARTICLE_FRESNEL_ON = 1 << 11; public const int FLAG_BIT_PARTICLE_NOISEMAP_NORMALIZEED_ON = 1 << 12; public const int FLAG_BIT_PARTICLE_FRESNEL_COLOR_AFFETCT_BY_ALPHA = 1 << 13; public const int FLAG_BIT_PARTICLE_UIEFFECT_ON = 1 << 14; public const int FLAG_BIT_PARTICLE_UNSCALETIME_ON = 1 << 15; public const int FLAG_BIT_PARTICLE_SCRIPTABLETIME_ON = 1 << 16; public const int FLAG_BIT_PARTICLE_CUSTOMDATA1_ON = 1 << 17; public const int FLAG_BIT_PARTICLE_FRESNEL_INVERT_ON = 1 << 18; public const int FLAG_BIT_HUESHIFT_ON = 1 << 19; public const int FLAG_BIT_PARTICLE_CUSTOMDATA2_ON = 1 << 20; public const int FLAG_BIT_PARTICLE_NORMALMAP_MASK_MODE = 1 << 21; public const int FLAG_BIT_PARTICLE_COLOR_BLEND_FOLLOW_MAINTEX_UV = 1 << 22; public const int FLAG_BIT_PARTICLE_RAMP_COLOR_MAP_MODE_ON = 1 << 23; public const int FLAG_BIT_PARTICLE_RAMP_COLOR_BLEND_ADD= 1 << 24; public const int FLAG_BIT_PARTICLE_COLOR_BLEND_ALPHA_MULTIPLY_MODE = 1 << 25; public const int FLAG_BIT_PARTICLE_DISSOLVE_RAMP_MAP = 1 << 26; public const int FLAG_BIT_PARTICLE_DISSOLVE_MASK = 1 << 27; public const int FLAG_BIT_PARTICLE_BACKCOLOR = 1 << 28; public const int FLAG_BIT_PARTICLE_EMISSION_FOLLOW_MAINTEX_UV= 1 << 29; public const int FLAG_BIT_PARTICLE_VERTEX_OFFSET_ON = 1 << 30; public const int FLAG_BIT_PARTICLE_VERTEX_OFFSET_NORMAL_DIR= 1 << 31; public const int FLAG_BIT_PARTICLE_1_DEPTH_OUTLINE= 1 << 0; public const int FLAG_BIT_PARTICLE_1_PARALLAX_MAPPING= 1 << 1; public const int FLAG_BIT_PARTICLE_1_MASKMAP_GRADIENT= 1 << 2; public const int FLAG_BIT_PARTICLE_1_MASKMAP_2_GRADIENT = 1 << 3; public const int FLAG_BIT_PARTICLE_1_MASKMAP_3_GRADIENT = 1 << 4; public const int FLAG_BIT_PARTICLE_1_DISSOLVE_LINE_MASK = 1 << 5; public const int FLAG_BIT_PARTICLE_1_DISSOLVE_RAMP_MULITPLY = 1 << 6; public const int FLAG_BIT_PARTICLE_1_MASK_REFINE = 1 << 7; public const int FLAG_BIT_PARTICLE_CUSTOMDATA2W_CHORATICABERRAT_INTENSITY = 1 << 8; public const int FLAG_BIT_PARTICLE_1_IGNORE_VERTEX_COLOR = 1 << 9; public const int FLAG_BIT_PARTICLE_1_DISSOVLE_VORONOI = 1 << 10; public const int FLAG_BIT_PARTICLE_1_DISSOVLE_USE_RAMP = 1 << 11; public const int FLAG_BIT_PARTICLE_1_MASK_MAP2 = 1 << 12; public const int FLAG_BIT_PARTICLE_1_MASK_MAP3 = 1 << 13; public const int FLAG_BIT_PARTICLE_1_NOISE_MASKMAP = 1 << 14; public const int FLAG_BIT_PARTICLE_1_ANIMATION_SHEET_HELPER = 1 << 15; public const int FLAG_BIT_PARTICLE_1_CUSTOMDATA2Z_VERTEXOFFSET_INTENSITY= 1 << 16; public const int FLAG_BIT_PARTICLE_1_UIEFFECT_SPRITE_MODE= 1 << 17; public const int FLAG_BIT_PARTICLE_1_USE_TEXCOORD1= 1 << 18; public const int FLAG_BIT_PARTICLE_1_USE_TEXCOORD2= 1 << 19; public const int FLAG_BIT_PARTICLE_1_CYLINDER_CORDINATE= 1 << 20; public const int FLAG_BIT_PARTICLE_1_UV_FROM_MESH= 1 << 21;//3D条件下,如果不是来源于Mesh,就默认来源于粒子。 public const int FLAG_BIT_PARTICLE_1_UIEFFECT_BASEMAP_MODE= 1 << 22;//3D条件下,如果不是来源于Mesh,就默认来源于粒子。 public const int FLAG_BIT_PARTICLE_1_IS_PARTICLE_SYSTEM= 1 << 23;//3D条件下,如果不是来源于Mesh,就默认来源于粒子。 public const int FLAG_BIT_PARTICLE_1_MAINTEX_CONTRAST= 1 << 24; public const int FLAG_BIT_PARTICLE_1_VERTEXOFFSET_START_FROM_ZERO= 1 << 25; public const int FLAG_BIT_PARTICLE_1_VERTEXOFFSET_MASKMAP= 1 << 26; public const int FLAG_BIT_PARTICLE_1_MAINTEX_COLOR_REFINE= 1 << 27; public const int FLAG_BIT_PARTICLE_1_BUMP_TEX_UV_FOLLOW_MAINTEX= 1 << 28; public const int FLAG_BIT_PARTICLE_1_SIXWAY_RAMPMAP= 1 << 29; public const int FLAG_BIT_PARTICLE_1_MATCAP_MULTY_MODE= 1 << 30; public const int FLAG_BIT_WRAPMODE_BASEMAP= 1 << 0; public const int FLAG_BIT_WRAPMODE_MASKMAP= 1 << 1; public const int FLAG_BIT_WRAPMODE_MASKMAP2= 1 << 2; public const int FLAG_BIT_WRAPMODE_NOISEMAP= 1 << 3; public const int FLAG_BIT_WRAPMODE_EMISSIONMAP= 1 << 4; public const int FLAG_BIT_WRAPMODE_DISSOLVE_MAP= 1 << 5; public const int FLAG_BIT_WRAPMODE_DISSOLVE_MASKMAP= 1 << 6; public const int FLAG_BIT_WRAPMODE_DISSOLVE_RAMPMAP= 1 << 7; public const int FLAG_BIT_WRAPMODE_COLORBLENDMAP= 1 << 8; public const int FLAG_BIT_WRAPMODE_VERTEXOFFSETMAP= 1 << 9; public const int FLAG_BIT_WRAPMODE_PARALLAXMAPPINGMAP = 1 << 10; public const int FLAG_BIT_WRAPMODE_MASKMAP3= 1 << 11; public const int FLAG_BIT_WRAPMODE_NOISE_MASKMAP= 1 << 12; public const int FLAG_BIT_WRAPMODE_VERTEXOFFSET_MASKMAP= 1 << 13; public const int FLAG_BIT_WRAPMODE_BUMPTEX= 1 << 14; public const int FLAG_BIT_WRAPMODE_RAMP_COLOR_MAP= 1 << 15; //很快就要超支了。。。 public const int foldOutBitMeshOption = 1 << 0; public const int foldOutBitMainTexOption = 1 << 1; public const int foldOutBitBaseOption = 1 << 2; public const int foldOutBitFeatureOption = 1 << 3; public const int foldOutBitBaseMap = 1 << 4; public const int foldOutBitMask = 1 << 5; public const int foldOutBitMaskMap = 1 << 6; public const int foldOutBitMask2 = 1 << 7; public const int foldOutBitMask3 = 1 << 8; public const int foldOutBitTwril = 1 << 9; public const int foldOutBitPolar = 1 << 10; public const int foldOutBitHueShift = 1 << 11; public const int foldOutBitSaturability = 1 << 12; public const int foldOutBitDistanceFade = 1 << 13; public const int foldOutBitSoftParticles = 1 << 14; public const int foldOutBitMaskRotate = 1 << 15; public const int foldOutBitNoise = 1 << 16; public const int foldOutBitNoiseMap = 1 << 17; public const int foldOutBitNoiseMaskToggle = 1 << 18; public const int foldOutBitEmission= 1 << 19; public const int foldOutBitDistortionChoraticaberrat= 1 << 20; public const int foldOutDissolve= 1 << 21; public const int foldOutDissolveMap= 1 << 22; public const int foldOutDissolveVoronoi= 1 << 23; public const int foldOutDissolveRampMap= 1 << 24; public const int foldOutDissolveMask= 1 << 25; public const int foldOutColorBlend= 1 << 26; public const int foldOutFresnel= 1 << 27; public const int foldOutDepthOutline= 1 << 28; public const int foldOutVertexOffset= 1 << 29; public const int foldOutParallexMapping= 1 << 30; // public const int foldOutBit1Portal= 1 << 31; public const int foldOutBit1UVModeMainTex = 1 << 0; public const int foldOutBit1UVModeMaskMap= 1 << 1; public const int foldOutBit1UVModeMaskMap2= 1 << 2; public const int foldOutBit1UVModeMaskMap3= 1 << 3; public const int foldOutBit1UVModeNoiseMap = 1 << 4; public const int foldOutBit1UVModeNoiseMaskMap = 1 << 5; public const int foldOutBit1UVModeEmissionMap = 1 << 6; public const int foldOutBit1UVModeDissolveMap = 1 << 7; public const int foldOutBit1UVModeDissolveMaskMap = 1 << 8; public const int foldOutBit1UVModeColorBlendMap = 1 << 9; public const int foldOutBit1UVModeVertexOffsetMap = 1 << 10; public const int foldOutBit1UVModeVertexOffsetMaskMap = 1 << 11; public const int foldOutBit1UVModeBumpTex = 1 << 12; public const int foldOutBit1UVModeRampColorMap = 1 << 13; //留一些位置给以后可能会增加的贴图。 public const int foldOutBit1Portal= 1 << 20; public const int foldOutBit1ZOffset= 1 << 21; public const int foldOutBit1CustomStencilTest= 1 << 22; public const int foldOutBit1TaOption = 1 << 23; public const int foldOutBit1MianTexContrast= 1 << 24; public const int foldOutBit1VertexOffsetMask= 1 << 25; public const int foldOutBit1MainTexColorRefine= 1 << 26; public const int foldOutBit1LightOption= 1 << 27; public const int foldOutBit1ShaderKeyword= 1 << 28; public const int foldOutBit1BumpTex= 1 << 29; public const int foldOutBit2BumpTexToggle= 1 << 0; public const int foldOutBit2MatCapToggle= 1 << 1; public const int foldOutBit2RampColor= 1 << 2; public const int foldOutBit2DissolveLine= 1 << 3; public const int foldOutBit2BaseBackColor= 1 << 4; public const int foldOutBit2MaskRefine= 1 << 5; #region CustomDataCodes public const string CustomDataFlag0Name = "_W9ParticleCustomDataFlag0"; public const string CustomDataFlag1Name = "_W9ParticleCustomDataFlag1"; public const string CustomDataFlag2Name = "_W9ParticleCustomDataFlag2"; public const string CustomDataFlag3Name = "_W9ParticleCustomDataFlag3"; public static int CustomDataFlag0Id = Shader.PropertyToID(CustomDataFlag0Name); public static int CustomDataFlag1Id = Shader.PropertyToID(CustomDataFlag1Name); public static int CustomDataFlag2Id = Shader.PropertyToID(CustomDataFlag2Name); public static int CustomDataFlag3Id = Shader.PropertyToID(CustomDataFlag3Name); public enum CutomDataComponent { Off, CustomData1X, CustomData1Y, CustomData1Z, CustomData1W, CustomData2X, CustomData2Y, CustomData2Z, CustomData2W, UnKnownOrMixed = -1 } public const int FLAGBIT_POS_0_CUSTOMDATA_MAINTEX_OFFSET_X = 0 * 4; public const int FLAGBIT_POS_0_CUSTOMDATA_MAINTEX_OFFSET_Y = 1 * 4; public const int FLAGBIT_POS_0_CUSTOMDATA_DISSOLVE_INTENSITY = 2 * 4; public const int FLAGBIT_POS_0_CUSTOMDATA_HUESHIFT = 3 * 4; public const int FLAGBIT_POS_0_CUSTOMDATA_MASK_OFFSET_X = 4 * 4; public const int FLAGBIT_POS_0_CUSTOMDATA_MASK_OFFSET_Y = 5 * 4; public const int FLAGBIT_POS_0_CUSTOMDATA_FRESNEL_OFFSET = 6 * 4; public const int FLAGBIT_POS_0_CUSTOMDATA_CHORATICABERRAT_INTENSITY = 7 * 4; public const int FLAGBIT_POS_1_CUSTOMDATA_DISSOLVE_OFFSET_X = 0 * 4; public const int FLAGBIT_POS_1_CUSTOMDATA_DISSOLVE_OFFSET_Y = 1 * 4; public const int FLAGBIT_POS_1_CUSTOMDATA_NOISE_INTENSITY = 2 * 4; public const int FLAGBIT_POS_1_CUSTOMDATA_SATURATE = 3 * 4; public const int FLAGBIT_POS_1_CUSTOMDATA_VERTEX_OFFSET_X = 4 * 4; public const int FLAGBIT_POS_1_CUSTOMDATA_VERTEX_OFFSET_Y = 5 * 4; public const int FLAGBIT_POS_1_CUSTOMDATA_VERTEXOFFSET_INTENSITY = 6 * 4; public const int FLAGBIT_POS_1_CUSTOMDATA_DISSOLVE_MASK_INTENSITY = 7 * 4; public const int FLAGBIT_POS_2_CUSTOMDATA_DISSOLVE_NOISE1_OFFSET_X = 0*4; public const int FLAGBIT_POS_2_CUSTOMDATA_DISSOLVE_NOISE1_OFFSET_Y = 1*4; public const int FLAGBIT_POS_2_CUSTOMDATA_DISSOLVE_NOISE2_OFFSET_X = 2*4; public const int FLAGBIT_POS_2_CUSTOMDATA_DISSOLVE_NOISE2_OFFSET_Y = 3*4; public const int FLAGBIT_POS_2_CUSTOMDATA_NOISE_DIRECTION_X= 4*4; public const int FLAGBIT_POS_2_CUSTOMDATA_NOISE_DIRECTION_Y= 5*4; public const int FLAGBIT_POS_2_CUSTOMDATA_MAINTEX_CONTRAST= 6*4; //---->这里还有一个坑可以用哦 public const int FLAGBIT_POS_3_CUSTOMDATA_VERTEX_OFFSET_MASK_X= 0*4; public const int FLAGBIT_POS_3_CUSTOMDATA_VERTEX_OFFSET_MASK_Y= 1*4; public const int isCustomDataBit = 1 << 3; public const int Data12Bit = 1 << 2;//true CustomData1 / false CustomData2 public const int DataXYorZWBit = 1 << 1;//true xy / false zw public const int DataXZorYWBit = 1 << 0;//true xz / false yw public const int CustomData1XBit = isCustomDataBit | Data12Bit | DataXYorZWBit | DataXZorYWBit; public const int CustomData1YBit = isCustomDataBit | Data12Bit | DataXYorZWBit ; public const int CustomData1ZBit = isCustomDataBit | Data12Bit | DataXZorYWBit; public const int CustomData1WBit = isCustomDataBit | Data12Bit; public const int CustomData2XBit = isCustomDataBit | DataXYorZWBit | DataXZorYWBit; public const int CustomData2YBit = isCustomDataBit | DataXYorZWBit; public const int CustomData2ZBit = isCustomDataBit | DataXZorYWBit; public const int CustomData2WBit = isCustomDataBit; private int GetCustomDataFlagID(int dataIndex) { switch (dataIndex) { case 0 : return CustomDataFlag0Id; case 1 : return CustomDataFlag1Id; case 2 : return CustomDataFlag2Id; case 3 : return CustomDataFlag3Id; } return 0; } public string GetCustomDataFlagPropertyName(int dataIndex) { switch (dataIndex) { case 0 : return CustomDataFlag0Name; case 1 : return CustomDataFlag1Name; case 2: return CustomDataFlag2Name; case 3: return CustomDataFlag3Name; } return null; } public CutomDataComponent GetCustomDataFlag(int dataBitPos, int dataIndex) { int bit = material.GetInteger(GetCustomDataFlagID(dataIndex)); bit = bit >> dataBitPos; bit &= 15; // binary 1111 if ((bit & isCustomDataBit) == 0) { return CutomDataComponent.Off; } else if (bit == CustomData1XBit) { return CutomDataComponent.CustomData1X; } else if (bit == CustomData1YBit) { return CutomDataComponent.CustomData1Y; } else if (bit == CustomData1ZBit) { return CutomDataComponent.CustomData1Z; } else if (bit == CustomData1WBit) { return CutomDataComponent.CustomData1W; } else if (bit == CustomData2XBit) { return CutomDataComponent.CustomData2X; } else if (bit == CustomData2YBit) { return CutomDataComponent.CustomData2Y; } else if (bit == CustomData2ZBit) { return CutomDataComponent.CustomData2Z; } else if (bit == CustomData2WBit) { return CutomDataComponent.CustomData2W; } else { } Debug.Log("不可能存在的情况"); return CutomDataComponent.Off; } public void SetCustomDataFlag(CutomDataComponent cutomDataComponent,int dataBitPos, int dataIndex) { int bit = 0; switch (cutomDataComponent) { case CutomDataComponent.Off: bit = 0; break; case CutomDataComponent.CustomData1X: bit = CustomData1XBit; break; case CutomDataComponent.CustomData1Y: bit = CustomData1YBit; break; case CutomDataComponent.CustomData1Z: bit = CustomData1ZBit; break; case CutomDataComponent.CustomData1W: bit = CustomData1WBit; break; case CutomDataComponent.CustomData2X: bit = CustomData2XBit; break; case CutomDataComponent.CustomData2Y: bit = CustomData2YBit; break; case CutomDataComponent.CustomData2Z: bit = CustomData2ZBit; break; case CutomDataComponent.CustomData2W: bit = CustomData2WBit; break; } bit = bit << dataBitPos; int clearBit = ~(15 << dataBitPos);//~ (1111 << dataBitPos) int materialBit = material.GetInteger(GetCustomDataFlagID(dataIndex)); materialBit = materialBit & clearBit; materialBit = materialBit | bit; material.SetInteger(GetCustomDataFlagID(dataIndex),materialBit); } public bool IsCustomDataOn() { int prop0Flag = material.GetInteger(CustomDataFlag0Id); int prop1Flag = material.GetInteger(CustomDataFlag1Id); int prop2Flag = material.GetInteger(CustomDataFlag2Id); int prop3Flag = material.GetInteger(CustomDataFlag3Id); uint dataOnBit = 0b_1000_1000_1000_1000_1000_1000_1000_1000;//10001000100010001000100010001000; return ((prop0Flag & dataOnBit) >0) || ((prop1Flag & dataOnBit)>0) || ((prop2Flag & dataOnBit)>0)||((prop3Flag & dataOnBit)>0); } bool CheckCustomData(int dataIndex, int flagIndex) { int flagID = 0; switch (flagIndex) { case 0: flagID = CustomDataFlag0Id; break; case 1: flagID = CustomDataFlag1Id; break; case 2: flagID = CustomDataFlag2Id; break; case 3: flagID = CustomDataFlag3Id; break; } int flag = material.GetInteger(flagID); int i = 0; while (i<8) { int bit = flag >> (4 * i); if (dataIndex == 1) { if ((bit & 0b_1000) > 0 && (bit & 0b_0100) > 0) { return true; } } else if(dataIndex == 2) { if ((bit & 0b_1000) > 0 && (bit & 0b_0100) == 0) { return true; } } i += 1; } return false; } public bool IsCustomData1On() { if (!IsCustomDataOn()) { return false; } bool isCustomData1On = false; isCustomData1On |= CheckCustomData(1, 0); isCustomData1On |= CheckCustomData(1, 1); isCustomData1On |= CheckCustomData(1, 2); isCustomData1On |= CheckCustomData(1, 3); return isCustomData1On; } public bool IsCustomData2On() { if (!IsCustomDataOn()) { return false; } bool isCustomData1On = false; isCustomData1On |= CheckCustomData(2, 0); isCustomData1On |= CheckCustomData(2, 1); isCustomData1On |= CheckCustomData(2, 2); isCustomData1On |= CheckCustomData(2, 3); return isCustomData1On; } #endregion public const string UVModeFlag0Name = "_UVModeFlag0"; public static int UVModeFlag0PropID = Shader.PropertyToID(UVModeFlag0Name); public string GetUVModePropName(int dataIndex) { switch (dataIndex) { case 0: return UVModeFlag0Name; } return null; } public enum UVMode { DefaultUVChannel, //0 0b_00 SpecialUVChannel, //1 0b_01 PolarOrTwirl, //2 0b_10 Cylinder, //3 0b_11 UnknownOrMixed = -1 } public const int FLAG_BIT_UVMODE_POS_0_MAINTEX = 0 * 2; public const int FLAG_BIT_UVMODE_POS_0_MASKMAP = 1 * 2; public const int FLAG_BIT_UVMODE_POS_0_MASKMAP_2 = 2 * 2; public const int FLAG_BIT_UVMODE_POS_0_MASKMAP_3 = 3 * 2; public const int FLAG_BIT_UVMODE_POS_0_NOISE_MAP = 4 * 2; public const int FLAG_BIT_UVMODE_POS_0_NOISE_MASK_MAP = 5 * 2; public const int FLAG_BIT_UVMODE_POS_0_EMISSION_MAP = 6 * 2; public const int FLAG_BIT_UVMODE_POS_0_DISSOLVE_MAP = 7 * 2; public const int FLAG_BIT_UVMODE_POS_0_DISSOLVE_MASK_MAP = 8 * 2; public const int FLAG_BIT_UVMODE_POS_0_COLOR_BLEND_MAP = 9 * 2; public const int FLAG_BIT_UVMODE_POS_0_VERTEX_OFFSET_MAP = 10 * 2; public const int FLAG_BIT_UVMODE_POS_0_VERTEX_OFFSET_MASKMAP = 11 * 2; public const int FLAG_BIT_UVMODE_POS_0_BUMPMAP = 12 * 2; public const int FLAG_BIT_UVMODE_POS_0_RAMP_COLOR_MAP = 13 * 2; public int GetUVModeFlagPropID(int flagIndex) { switch (flagIndex) { case 0: return UVModeFlag0PropID; } return 0; } public void SetUVMode(UVMode mode, int uvModePos, int flagIndex = 0) { int uvModeFlagPropId = GetUVModeFlagPropID(flagIndex); int uvModeFlag = material.GetInteger(uvModeFlagPropId); int clearFlag = 0b_11 << uvModePos; clearFlag = ~ clearFlag; uvModeFlag &= clearFlag; int modeBit = (int)mode << uvModePos; uvModeFlag |= modeBit; material.SetInteger(uvModeFlagPropId,uvModeFlag); } public UVMode GetUVMode(int uvModePos, int flagIndex = 0) { int uvModeFlagPropId = GetUVModeFlagPropID(flagIndex); int uvModeFlag = material.GetInteger(uvModeFlagPropId); uvModeFlag = uvModeFlag >> uvModePos; uvModeFlag &= 0b_11; return (UVMode)uvModeFlag; } public bool CheckIsUVModeOn(UVMode mode) { uint uvModeFlag0 = (uint)material.GetInteger(UVModeFlag0PropID); uint uvModeBit = (uint)mode; bool isUvMode = false; for (int i = 0; i < 16; i++) { uint checkBit = uvModeFlag0 >> (i * 2); checkBit = checkBit & 0b_11; if (checkBit == uvModeBit) { isUvMode = true; break; } } return isUvMode; } public const int FLAG_BIT_COLOR_CHANNEL_POS_0_MAINTEX_ALPHA = 0 * 2; public const int FLAG_BIT_COLOR_CHANNEL_POS_0_MASKMAP1 = 1 * 2; public const int FLAG_BIT_COLOR_CHANNEL_POS_0_MASKMAP2 = 2 * 2; public const int FLAG_BIT_COLOR_CHANNEL_POS_0_MASKMAP3 = 3 * 2; public const int FLAG_BIT_COLOR_CHANNEL_POS_0_NOISE_MASK = 4 * 2; public const int FLAG_BIT_COLOR_CHANNEL_POS_0_DISSOLVE_MAP = 5 * 2; public const int FLAG_BIT_COLOR_CHANNEL_POS_0_DISSOLVE_MASK_MAP = 6 * 2; public const int FLAG_BIT_COLOR_CHANNEL_POS_0_RAMP_COLOR_MAP = 7 * 2; public enum ColorChannel { X, Y, Z, W, UnKnownOrMixedValue } public void SetColorChanel(ColorChannel channel, int colorChannelFlagPos) { int colorChannelFlag = material.GetInteger(colorChannelFlagId); int clearFlag = 0b_11 << colorChannelFlagPos; clearFlag = ~ clearFlag; colorChannelFlag &= clearFlag; int channelBit = (int)channel << colorChannelFlagPos; colorChannelFlag |= channelBit; material.SetInteger(colorChannelFlagId,colorChannelFlag); } public ColorChannel GetColorChanel(int colorChannelFlagPos) { int colorChannelFlag = material.GetInteger(colorChannelFlagId); colorChannelFlag = colorChannelFlag >> colorChannelFlagPos; colorChannelFlag &= 0b_11; return (ColorChannel)colorChannelFlag; } }