using AssetRipper.SourceGenerated.Extensions.Enums.Shader.SerializedShader; using AssetRipper.SourceGenerated.Subclasses.SerializedShaderState; namespace AssetRipper.SourceGenerated.Extensions; public static class SerializedShaderStateExtensions { public static FogMode FogModeValue(this ISerializedShaderState state) => (FogMode)state.FogMode; public static ZClip ZClipValue(this ISerializedShaderState state) => (ZClip)(state.ZClip?.Val ?? 0); public static ZTest ZTestValue(this ISerializedShaderState state) => (ZTest)state.ZTest.Val; public static ZWrite ZWriteValue(this ISerializedShaderState state) => (ZWrite)state.ZWrite.Val; public static CullMode CullingValue(this ISerializedShaderState state) => (CullMode)state.Culling.Val; public static bool AlphaToMaskValue(this ISerializedShaderState state) => state.AlphaToMask.Val > 0; public static string LightingValue(this ISerializedShaderState state) => state.Lighting ? "On" : "Off"; }