using AssetRipper.SourceGenerated.Subclasses.SerializedShaderFloatValue; namespace AssetRipper.SourceGenerated.Extensions; public static class SerializedShaderFloatValueExtensions { public static bool IsZero(this ISerializedShaderFloatValue value) => value.Val == 0.0f; public static bool IsMax(this ISerializedShaderFloatValue value) => value.Val == 255.0f; }