mirror of
https://github.com/aelurum/AssetStudio.git
synced 2025-12-08 10:42:56 -05:00
minor improvements
This commit is contained in:
@ -6,8 +6,8 @@ namespace AssetStudio
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{
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public class StructParameter
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{
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public List<MatrixParameter> m_MatrixParams;
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public List<VectorParameter> m_VectorParams;
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public MatrixParameter[] m_MatrixParams;
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public VectorParameter[] m_VectorParams;
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public StructParameter(BinaryReader reader)
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{
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@ -17,17 +17,17 @@ namespace AssetStudio
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var m_StructSize = reader.ReadInt32();
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int numVectorParams = reader.ReadInt32();
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m_VectorParams = new List<VectorParameter>(numVectorParams);
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m_VectorParams = new VectorParameter[numVectorParams];
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for (int i = 0; i < numVectorParams; i++)
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{
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m_VectorParams.Add(new VectorParameter(reader));
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m_VectorParams[i] = new VectorParameter(reader);
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}
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int numMatrixParams = reader.ReadInt32();
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m_MatrixParams = new List<MatrixParameter>(numMatrixParams);
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m_MatrixParams = new MatrixParameter[numMatrixParams];
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for (int i = 0; i < numMatrixParams; i++)
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{
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m_MatrixParams.Add(new MatrixParameter(reader));
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m_MatrixParams[i] = new MatrixParameter(reader);
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}
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}
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}
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@ -101,15 +101,15 @@ namespace AssetStudio
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public class SerializedProperties
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{
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public List<SerializedProperty> m_Props;
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public SerializedProperty[] m_Props;
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public SerializedProperties(BinaryReader reader)
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{
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int numProps = reader.ReadInt32();
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m_Props = new List<SerializedProperty>(numProps);
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m_Props = new SerializedProperty[numProps];
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for (int i = 0; i < numProps; i++)
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{
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m_Props.Add(new SerializedProperty(reader));
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m_Props[i] = new SerializedProperty(reader);
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}
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}
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}
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@ -285,16 +285,16 @@ namespace AssetStudio
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public class ParserBindChannels
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{
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public List<ShaderBindChannel> m_Channels;
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public ShaderBindChannel[] m_Channels;
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public uint m_SourceMap;
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public ParserBindChannels(BinaryReader reader)
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{
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int numChannels = reader.ReadInt32();
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m_Channels = new List<ShaderBindChannel>(numChannels);
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m_Channels = new ShaderBindChannel[numChannels];
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for (int i = 0; i < numChannels; i++)
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{
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m_Channels.Add(new ShaderBindChannel(reader));
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m_Channels[i] = new ShaderBindChannel(reader);
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}
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reader.AlignStream();
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@ -378,9 +378,9 @@ namespace AssetStudio
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public class ConstantBuffer
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{
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public int m_NameIndex;
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public List<MatrixParameter> m_MatrixParams;
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public List<VectorParameter> m_VectorParams;
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public List<StructParameter> m_StructParams;
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public MatrixParameter[] m_MatrixParams;
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public VectorParameter[] m_VectorParams;
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public StructParameter[] m_StructParams;
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public int m_Size;
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public ConstantBuffer(ObjectReader reader)
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@ -390,25 +390,25 @@ namespace AssetStudio
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m_NameIndex = reader.ReadInt32();
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int numMatrixParams = reader.ReadInt32();
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m_MatrixParams = new List<MatrixParameter>(numMatrixParams);
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m_MatrixParams = new MatrixParameter[numMatrixParams];
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for (int i = 0; i < numMatrixParams; i++)
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{
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m_MatrixParams.Add(new MatrixParameter(reader));
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m_MatrixParams[i] = new MatrixParameter(reader);
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}
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int numVectorParams = reader.ReadInt32();
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m_VectorParams = new List<VectorParameter>(numVectorParams);
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m_VectorParams = new VectorParameter[numVectorParams];
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for (int i = 0; i < numVectorParams; i++)
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{
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m_VectorParams.Add(new VectorParameter(reader));
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m_VectorParams[i] = new VectorParameter(reader);
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}
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if (version[0] > 2017 || (version[0] == 2017 && version[1] >= 3)) //2017.3 and up
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{
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int numStructParams = reader.ReadInt32();
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m_StructParams = new List<StructParameter>(numStructParams);
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m_StructParams = new StructParameter[numStructParams];
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for (int i = 0; i < numStructParams; i++)
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{
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m_StructParams.Add(new StructParameter(reader));
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m_StructParams[i] = new StructParameter(reader);
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}
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}
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m_Size = reader.ReadInt32();
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@ -467,14 +467,14 @@ namespace AssetStudio
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public ushort[] m_KeywordIndices;
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public sbyte m_ShaderHardwareTier;
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public ShaderGpuProgramType m_GpuProgramType;
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public List<VectorParameter> m_VectorParams;
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public List<MatrixParameter> m_MatrixParams;
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public List<TextureParameter> m_TextureParams;
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public List<BufferBinding> m_BufferParams;
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public List<ConstantBuffer> m_ConstantBuffers;
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public List<BufferBinding> m_ConstantBufferBindings;
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public List<UAVParameter> m_UAVParams;
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public List<SamplerParameter> m_Samplers;
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public VectorParameter[] m_VectorParams;
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public MatrixParameter[] m_MatrixParams;
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public TextureParameter[] m_TextureParams;
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public BufferBinding[] m_BufferParams;
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public ConstantBuffer[] m_ConstantBuffers;
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public BufferBinding[] m_ConstantBufferBindings;
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public UAVParameter[] m_UAVParams;
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public SamplerParameter[] m_Samplers;
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public SerializedSubProgram(ObjectReader reader)
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{
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@ -493,61 +493,61 @@ namespace AssetStudio
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reader.AlignStream();
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int numVectorParams = reader.ReadInt32();
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m_VectorParams = new List<VectorParameter>(numVectorParams);
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m_VectorParams = new VectorParameter[numVectorParams];
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for (int i = 0; i < numVectorParams; i++)
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{
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m_VectorParams.Add(new VectorParameter(reader));
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m_VectorParams[i] = new VectorParameter(reader);
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}
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int numMatrixParams = reader.ReadInt32();
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m_MatrixParams = new List<MatrixParameter>(numMatrixParams);
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m_MatrixParams = new MatrixParameter[numMatrixParams];
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for (int i = 0; i < numMatrixParams; i++)
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{
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m_MatrixParams.Add(new MatrixParameter(reader));
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m_MatrixParams[i] = new MatrixParameter(reader);
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}
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int numTextureParams = reader.ReadInt32();
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m_TextureParams = new List<TextureParameter>(numTextureParams);
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m_TextureParams = new TextureParameter[numTextureParams];
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for (int i = 0; i < numTextureParams; i++)
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{
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m_TextureParams.Add(new TextureParameter(reader));
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m_TextureParams[i] = new TextureParameter(reader);
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}
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int numBufferParams = reader.ReadInt32();
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m_BufferParams = new List<BufferBinding>(numBufferParams);
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m_BufferParams = new BufferBinding[numBufferParams];
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for (int i = 0; i < numBufferParams; i++)
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{
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m_BufferParams.Add(new BufferBinding(reader));
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m_BufferParams[i] = new BufferBinding(reader);
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}
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int numConstantBuffers = reader.ReadInt32();
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m_ConstantBuffers = new List<ConstantBuffer>(numConstantBuffers);
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m_ConstantBuffers = new ConstantBuffer[numConstantBuffers];
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for (int i = 0; i < numConstantBuffers; i++)
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{
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m_ConstantBuffers.Add(new ConstantBuffer(reader));
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m_ConstantBuffers[i] = new ConstantBuffer(reader);
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}
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int numConstantBufferBindings = reader.ReadInt32();
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m_ConstantBufferBindings = new List<BufferBinding>(numConstantBufferBindings);
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m_ConstantBufferBindings = new BufferBinding[numConstantBufferBindings];
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for (int i = 0; i < numConstantBufferBindings; i++)
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{
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m_ConstantBufferBindings.Add(new BufferBinding(reader));
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m_ConstantBufferBindings[i] = new BufferBinding(reader);
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}
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int numUAVParams = reader.ReadInt32();
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m_UAVParams = new List<UAVParameter>(numUAVParams);
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m_UAVParams = new UAVParameter[numUAVParams];
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for (int i = 0; i < numUAVParams; i++)
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{
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m_UAVParams.Add(new UAVParameter(reader));
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m_UAVParams[i] = new UAVParameter(reader);
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}
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if (version[0] >= 2017) //2017 and up
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{
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int numSamplers = reader.ReadInt32();
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m_Samplers = new List<SamplerParameter>(numSamplers);
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m_Samplers = new SamplerParameter[numSamplers];
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for (int i = 0; i < numSamplers; i++)
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{
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m_Samplers.Add(new SamplerParameter(reader));
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m_Samplers[i] = new SamplerParameter(reader);
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}
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}
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if (version[0] > 2017 || (version[0] == 2017 && version[1] >= 2)) //2017.2 and up
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@ -559,15 +559,15 @@ namespace AssetStudio
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public class SerializedProgram
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{
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public List<SerializedSubProgram> m_SubPrograms;
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public SerializedSubProgram[] m_SubPrograms;
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public SerializedProgram(ObjectReader reader)
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{
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int numSubPrograms = reader.ReadInt32();
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m_SubPrograms = new List<SerializedSubProgram>(numSubPrograms);
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m_SubPrograms = new SerializedSubProgram[numSubPrograms];
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for (int i = 0; i < numSubPrograms; i++)
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{
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m_SubPrograms.Add(new SerializedSubProgram(reader));
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m_SubPrograms[i] = new SerializedSubProgram(reader);
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}
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}
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}
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@ -581,7 +581,7 @@ namespace AssetStudio
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public class SerializedPass
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{
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public List<KeyValuePair<string, int>> m_NameIndices;
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public KeyValuePair<string, int>[] m_NameIndices;
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public PassType m_Type;
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public SerializedShaderState m_State;
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public uint m_ProgramMask;
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@ -601,10 +601,10 @@ namespace AssetStudio
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var version = reader.version;
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int numIndices = reader.ReadInt32();
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m_NameIndices = new List<KeyValuePair<string, int>>(numIndices);
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m_NameIndices = new KeyValuePair<string, int>[numIndices];
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for (int i = 0; i < numIndices; i++)
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{
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m_NameIndices.Add(new KeyValuePair<string, int>(reader.ReadAlignedString(), reader.ReadInt32()));
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m_NameIndices[i] = new KeyValuePair<string, int>(reader.ReadAlignedString(), reader.ReadInt32());
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}
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m_Type = (PassType)reader.ReadInt32();
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@ -630,32 +630,32 @@ namespace AssetStudio
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public class SerializedTagMap
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{
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public List<KeyValuePair<string, string>> tags;
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public KeyValuePair<string, string>[] tags;
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public SerializedTagMap(BinaryReader reader)
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{
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int numTags = reader.ReadInt32();
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tags = new List<KeyValuePair<string, string>>(numTags);
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tags = new KeyValuePair<string, string>[numTags];
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for (int i = 0; i < numTags; i++)
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{
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tags.Add(new KeyValuePair<string, string>(reader.ReadAlignedString(), reader.ReadAlignedString()));
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tags[i] = new KeyValuePair<string, string>(reader.ReadAlignedString(), reader.ReadAlignedString());
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}
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}
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}
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public class SerializedSubShader
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{
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public List<SerializedPass> m_Passes;
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public SerializedPass[] m_Passes;
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public SerializedTagMap m_Tags;
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public int m_LOD;
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public SerializedSubShader(ObjectReader reader)
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{
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int numPasses = reader.ReadInt32();
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m_Passes = new List<SerializedPass>(numPasses);
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m_Passes = new SerializedPass[numPasses];
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for (int i = 0; i < numPasses; i++)
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{
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m_Passes.Add(new SerializedPass(reader));
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m_Passes[i] = new SerializedPass(reader);
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}
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m_Tags = new SerializedTagMap(reader);
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@ -678,11 +678,11 @@ namespace AssetStudio
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public class SerializedShader
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{
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public SerializedProperties m_PropInfo;
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public List<SerializedSubShader> m_SubShaders;
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public SerializedSubShader[] m_SubShaders;
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public string m_Name;
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public string m_CustomEditorName;
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public string m_FallbackName;
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public List<SerializedShaderDependency> m_Dependencies;
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public SerializedShaderDependency[] m_Dependencies;
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public bool m_DisableNoSubshadersMessage;
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public SerializedShader(ObjectReader reader)
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@ -690,10 +690,10 @@ namespace AssetStudio
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m_PropInfo = new SerializedProperties(reader);
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int numSubShaders = reader.ReadInt32();
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m_SubShaders = new List<SerializedSubShader>(numSubShaders);
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m_SubShaders = new SerializedSubShader[numSubShaders];
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for (int i = 0; i < numSubShaders; i++)
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{
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m_SubShaders.Add(new SerializedSubShader(reader));
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m_SubShaders[i] = new SerializedSubShader(reader);
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}
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m_Name = reader.ReadAlignedString();
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@ -701,10 +701,10 @@ namespace AssetStudio
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m_FallbackName = reader.ReadAlignedString();
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int numDependencies = reader.ReadInt32();
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m_Dependencies = new List<SerializedShaderDependency>(numDependencies);
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m_Dependencies = new SerializedShaderDependency[numDependencies];
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for (int i = 0; i < numDependencies; i++)
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{
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m_Dependencies.Add(new SerializedShaderDependency(reader));
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m_Dependencies[i] = new SerializedShaderDependency(reader);
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}
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m_DisableNoSubshadersMessage = reader.ReadBoolean();
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