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Material.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using UnityEngine.Rendering;
using UnityEngine.SceneManagement;
namespace UnityEngine
{
public class Material : Object
{
public Material( IntPtr pointer ) : base( IntPtr.Zero ) => throw new NotImplementedException();
public Shader shader
{
get;
set;
}
public Color color
{
get
{
return GetColor( "_Color" );
}
set
{
SetColor( "_Color", value );
}
}
public Texture mainTexture
{
get
{
return GetTexture( "_MainTex" );
}
set
{
SetTexture( "_MainTex", value );
}
}
public Vector2 mainTextureOffset
{
get
{
return GetTextureOffset( "_MainTex" );
}
set
{
SetTextureOffset( "_MainTex", value );
}
}
public Vector2 mainTextureScale
{
get
{
return GetTextureScale( "_MainTex" );
}
set
{
SetTextureScale( "_MainTex", value );
}
}
public int passCount
{
get;
}
public int renderQueue
{
get;
set;
}
public string[] shaderKeywords
{
get;
set;
}
public MaterialGlobalIlluminationFlags globalIlluminationFlags
{
get;
set;
}
public bool enableInstancing
{
get;
set;
}
public bool doubleSidedGI
{
get;
set;
}
[Obsolete( "Creating materials from shader source string is no longer supported. Use Shader assets instead." )]
public Material( string contents ) : base( IntPtr.Zero ) => throw new NotImplementedException();
public Material( Shader shader ) : base( IntPtr.Zero ) => throw new NotImplementedException();
public Material( Material source ) : base( IntPtr.Zero ) => throw new NotImplementedException();
private extern void SetFloatImpl( int nameID, float value );
private extern void SetIntImpl( int nameID, int value );
private void SetColorImpl( int nameID, Color value )
{
INTERNAL_CALL_SetColorImpl( this, nameID, ref value );
}
private static extern void INTERNAL_CALL_SetColorImpl( Material self, int nameID, ref Color value );
private void SetVectorImpl( int nameID, Vector4 value )
{
INTERNAL_CALL_SetVectorImpl( this, nameID, ref value );
}
private static extern void INTERNAL_CALL_SetVectorImpl( Material self, int nameID, ref Vector4 value );
private void SetMatrixImpl( int nameID, Matrix4x4 value )
{
INTERNAL_CALL_SetMatrixImpl( this, nameID, ref value );
}
private static extern void INTERNAL_CALL_SetMatrixImpl( Material self, int nameID, ref Matrix4x4 value );
private extern void SetTextureImpl( int nameID, Texture value );
private extern void SetFloatArrayImpl( int nameID, float[] values );
private extern void SetVectorArrayImpl( int nameID, Vector4[] values );
private extern void SetMatrixArrayImpl( int nameID, Matrix4x4[] values );
private static extern Array ExtractArrayFromList( object list );
private extern float GetFloatImpl( int nameID );
private extern int GetIntImpl( int nameID );
private Color GetColorImpl( int nameID )
{
INTERNAL_CALL_GetColorImpl( this, nameID, out Color value );
return value;
}
private static extern void INTERNAL_CALL_GetColorImpl( Material self, int nameID, out Color value );
private Vector4 GetVectorImpl( int nameID )
{
INTERNAL_CALL_GetVectorImpl( this, nameID, out Vector4 value );
return value;
}
private static extern void INTERNAL_CALL_GetVectorImpl( Material self, int nameID, out Vector4 value );
private Matrix4x4 GetMatrixImpl( int nameID )
{
INTERNAL_CALL_GetMatrixImpl( this, nameID, out Matrix4x4 value );
return value;
}
private static extern void INTERNAL_CALL_GetMatrixImpl( Material self, int nameID, out Matrix4x4 value );
private extern Texture GetTextureImpl( int nameID );
private extern float[] GetFloatArrayImpl( int nameID );
private extern Vector4[] GetVectorArrayImpl( int nameID );
private extern Matrix4x4[] GetMatrixArrayImpl( int nameID );
private extern void GetFloatArrayImplList( int nameID, object list );
private extern void GetVectorArrayImplList( int nameID, object list );
private extern void GetMatrixArrayImplList( int nameID, object list );
private extern void SetColorArrayImpl( int nameID, Color[] values );
private extern void SetColorArrayImplList( int nameID, object values );
private extern Color[] GetColorArrayImpl( int nameID );
private extern void GetColorArrayImplList( int nameID, object list );
private Vector4 GetTextureScaleAndOffsetImpl( int nameID )
{
INTERNAL_CALL_GetTextureScaleAndOffsetImpl( this, nameID, out Vector4 value );
return value;
}
private static extern void INTERNAL_CALL_GetTextureScaleAndOffsetImpl( Material self, int nameID, out Vector4 value );
private void SetTextureOffsetImpl( int nameID, Vector2 offset )
{
INTERNAL_CALL_SetTextureOffsetImpl( this, nameID, ref offset );
}
private static extern void INTERNAL_CALL_SetTextureOffsetImpl( Material self, int nameID, ref Vector2 offset );
private void SetTextureScaleImpl( int nameID, Vector2 scale )
{
INTERNAL_CALL_SetTextureScaleImpl( this, nameID, ref scale );
}
private static extern void INTERNAL_CALL_SetTextureScaleImpl( Material self, int nameID, ref Vector2 scale );
public bool HasProperty( string propertyName )
{
return HasProperty( Shader.PropertyToID( propertyName ) );
}
public extern bool HasProperty( int nameID );
public extern string GetTag( string tag, bool searchFallbacks, string defaultValue );
public string GetTag( string tag, bool searchFallbacks )
{
string defaultValue = "";
return GetTag( tag, searchFallbacks, defaultValue );
}
public extern void SetOverrideTag( string tag, string val );
public extern void SetShaderPassEnabled( string passName, bool enabled );
public extern bool GetShaderPassEnabled( string passName );
public extern void Lerp( Material start, Material end, float t );
public extern bool SetPass( int pass );
public extern string GetPassName( int pass );
public extern int FindPass( string passName );
[Obsolete( "Creating materials from shader source string will be removed in the future. Use Shader assets instead." )]
public static Material Create( string scriptContents )
{
return new Material( scriptContents );
}
private static extern void Internal_CreateWithString( Material mono, string contents );
private static extern void Internal_CreateWithShader( Material mono, Shader shader );
private static extern void Internal_CreateWithMaterial( Material mono, Material source );
public extern void CopyPropertiesFromMaterial( Material mat );
public extern void EnableKeyword( string keyword );
public extern void DisableKeyword( string keyword );
public extern bool IsKeywordEnabled( string keyword );
public void SetFloat( string name, float value )
{
SetFloat( Shader.PropertyToID( name ), value );
}
public void SetFloat( int nameID, float value )
{
SetFloatImpl( nameID, value );
}
public void SetInt( string name, int value )
{
SetInt( Shader.PropertyToID( name ), value );
}
public void SetInt( int nameID, int value )
{
SetIntImpl( nameID, value );
}
public void SetColor( string name, Color value )
{
SetColor( Shader.PropertyToID( name ), value );
}
public void SetColor( int nameID, Color value )
{
SetColorImpl( nameID, value );
}
public void SetVector( string name, Vector4 value )
{
SetVector( Shader.PropertyToID( name ), value );
}
public void SetVector( int nameID, Vector4 value )
{
SetVectorImpl( nameID, value );
}
public void SetMatrix( string name, Matrix4x4 value )
{
SetMatrix( Shader.PropertyToID( name ), value );
}
public void SetMatrix( int nameID, Matrix4x4 value )
{
SetMatrixImpl( nameID, value );
}
public void SetTexture( string name, Texture value )
{
SetTexture( Shader.PropertyToID( name ), value );
}
public void SetTexture( int nameID, Texture value )
{
SetTextureImpl( nameID, value );
}
public void SetTextureOffset( string name, Vector2 value )
{
SetTextureOffset( Shader.PropertyToID( name ), value );
}
public void SetTextureOffset( int nameID, Vector2 value )
{
SetTextureOffsetImpl( nameID, value );
}
public void SetTextureScale( string name, Vector2 value )
{
SetTextureScale( Shader.PropertyToID( name ), value );
}
public void SetTextureScale( int nameID, Vector2 value )
{
SetTextureScaleImpl( nameID, value );
}
public void SetFloatArray( string name, List<float> values )
{
SetFloatArray( Shader.PropertyToID( name ), values );
}
public void SetFloatArray( int nameID, List<float> values )
{
SetFloatArray( nameID, (float[])ExtractArrayFromList( values ) );
}
public void SetFloatArray( string name, float[] values )
{
SetFloatArray( Shader.PropertyToID( name ), values );
}
public void SetFloatArray( int nameID, float[] values )
{
if( values == null )
{
throw new ArgumentNullException( "values" );
}
if( values.Length == 0 )
{
throw new ArgumentException( "Zero-sized array is not allowed." );
}
SetFloatArrayImpl( nameID, values );
}
public void SetColorArray( string name, List<Color> values )
{
SetColorArray( Shader.PropertyToID( name ), values );
}
public void SetColorArray( int nameID, List<Color> values )
{
SetColorArray( nameID, (Color[])ExtractArrayFromList( values ) );
}
public void SetColorArray( string name, Color[] values )
{
SetColorArray( Shader.PropertyToID( name ), values );
}
public void SetColorArray( int nameID, Color[] values )
{
if( values == null )
{
throw new ArgumentNullException( "values" );
}
if( values.Length == 0 )
{
throw new ArgumentException( "Zero-sized array is not allowed." );
}
SetColorArrayImpl( nameID, values );
}
public void SetVectorArray( string name, List<Vector4> values )
{
SetVectorArray( Shader.PropertyToID( name ), values );
}
public void SetVectorArray( int nameID, List<Vector4> values )
{
SetVectorArray( nameID, (Vector4[])ExtractArrayFromList( values ) );
}
public void SetVectorArray( string name, Vector4[] values )
{
SetVectorArray( Shader.PropertyToID( name ), values );
}
public void SetVectorArray( int nameID, Vector4[] values )
{
if( values == null )
{
throw new ArgumentNullException( "values" );
}
if( values.Length == 0 )
{
throw new ArgumentException( "Zero-sized array is not allowed." );
}
SetVectorArrayImpl( nameID, values );
}
public void SetMatrixArray( string name, List<Matrix4x4> values )
{
SetMatrixArray( Shader.PropertyToID( name ), values );
}
public void SetMatrixArray( int nameID, List<Matrix4x4> values )
{
SetMatrixArray( nameID, (Matrix4x4[])ExtractArrayFromList( values ) );
}
public void SetMatrixArray( string name, Matrix4x4[] values )
{
SetMatrixArray( Shader.PropertyToID( name ), values );
}
public void SetMatrixArray( int nameID, Matrix4x4[] values )
{
if( values == null )
{
throw new ArgumentNullException( "values" );
}
if( values.Length == 0 )
{
throw new ArgumentException( "Zero-sized array is not allowed." );
}
SetMatrixArrayImpl( nameID, values );
}
public float GetFloat( string name )
{
return GetFloat( Shader.PropertyToID( name ) );
}
public float GetFloat( int nameID )
{
return GetFloatImpl( nameID );
}
public int GetInt( string name )
{
return GetInt( Shader.PropertyToID( name ) );
}
public int GetInt( int nameID )
{
return GetIntImpl( nameID );
}
public Color GetColor( string name )
{
return GetColor( Shader.PropertyToID( name ) );
}
public Color GetColor( int nameID )
{
return GetColorImpl( nameID );
}
public Vector4 GetVector( string name )
{
return GetVector( Shader.PropertyToID( name ) );
}
public Vector4 GetVector( int nameID )
{
return GetVectorImpl( nameID );
}
public Matrix4x4 GetMatrix( string name )
{
return GetMatrix( Shader.PropertyToID( name ) );
}
public Matrix4x4 GetMatrix( int nameID )
{
return GetMatrixImpl( nameID );
}
public void GetFloatArray( string name, List<float> values )
{
GetFloatArray( Shader.PropertyToID( name ), values );
}
public void GetFloatArray( int nameID, List<float> values )
{
if( values == null )
{
throw new ArgumentNullException( "values" );
}
GetFloatArrayImplList( nameID, values );
}
public float[] GetFloatArray( string name )
{
return GetFloatArray( Shader.PropertyToID( name ) );
}
public float[] GetFloatArray( int nameID )
{
return GetFloatArrayImpl( nameID );
}
public void GetVectorArray( string name, List<Vector4> values )
{
GetVectorArray( Shader.PropertyToID( name ), values );
}
public void GetVectorArray( int nameID, List<Vector4> values )
{
if( values == null )
{
throw new ArgumentNullException( "values" );
}
GetVectorArrayImplList( nameID, values );
}
public Color[] GetColorArray( string name )
{
return GetColorArray( Shader.PropertyToID( name ) );
}
public Color[] GetColorArray( int nameID )
{
return GetColorArrayImpl( nameID );
}
public void GetColorArray( string name, List<Color> values )
{
GetColorArray( Shader.PropertyToID( name ), values );
}
public void GetColorArray( int nameID, List<Color> values )
{
if( values == null )
{
throw new ArgumentNullException( "values" );
}
GetColorArrayImplList( nameID, values );
}
public Vector4[] GetVectorArray( string name )
{
return GetVectorArray( Shader.PropertyToID( name ) );
}
public Vector4[] GetVectorArray( int nameID )
{
return GetVectorArrayImpl( nameID );
}
public void GetMatrixArray( string name, List<Matrix4x4> values )
{
GetMatrixArray( Shader.PropertyToID( name ), values );
}
public void GetMatrixArray( int nameID, List<Matrix4x4> values )
{
if( values == null )
{
throw new ArgumentNullException( "values" );
}
GetMatrixArrayImplList( nameID, values );
}
public Matrix4x4[] GetMatrixArray( string name )
{
return GetMatrixArray( Shader.PropertyToID( name ) );
}
public Matrix4x4[] GetMatrixArray( int nameID )
{
return GetMatrixArrayImpl( nameID );
}
public Texture GetTexture( string name )
{
return GetTexture( Shader.PropertyToID( name ) );
}
public Texture GetTexture( int nameID )
{
return GetTextureImpl( nameID );
}
public Vector2 GetTextureOffset( string name )
{
return GetTextureOffset( Shader.PropertyToID( name ) );
}
public Vector2 GetTextureOffset( int nameID )
{
Vector4 textureScaleAndOffsetImpl = GetTextureScaleAndOffsetImpl( nameID );
return new Vector2( textureScaleAndOffsetImpl.z, textureScaleAndOffsetImpl.w );
}
public Vector2 GetTextureScale( string name )
{
return GetTextureScale( Shader.PropertyToID( name ) );
}
public Vector2 GetTextureScale( int nameID )
{
Vector4 textureScaleAndOffsetImpl = GetTextureScaleAndOffsetImpl( nameID );
return new Vector2( textureScaleAndOffsetImpl.x, textureScaleAndOffsetImpl.y );
}
}
}