2025-11-04 03:40:02 -08:00

17 lines
1.1 KiB
C#

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 is not 0;
public static bool ConservativeValue(this ISerializedShaderState state) => state.Conservative?.Val is not null and not 0;
public static string LightingValue(this ISerializedShaderState state) => state.Lighting ? "On" : "Off";
}