一些特效
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227
Packages/NBShaders/Shader/HLSL/EffectFlags.hlsl
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227
Packages/NBShaders/Shader/HLSL/EffectFlags.hlsl
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#ifndef EFFECT_FLAGS
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#define EFFECT_FLAGS
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#define FLAG_BIT_SATURABILITY_ON (1 << 0)
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#define FLAG_BIT_PARTICLE_NOISE_CHORATICABERRAT_WITH_NOISE (1 << 1)
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#define FLAG_BIT_PARTICLE_FRESNEL_FADE_ON (1 << 2)
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#define FLAG_BIT_PARTICLE_FRESNEL_COLOR_ON (1 << 3)
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#define FLAG_BIT_PARTICLE_USETEXCOORD2 (1 << 4)
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#define FLAG_BIT_PARTICLE_DISTANCEFADE_ON (1 << 5)
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#define FLAG_BIT_PARTICLE_CHORATICABERRAT (1 << 6)
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#define FLAG_BIT_PARTILCE_MASKMAPROTATIONANIMATION_ON (1 << 7)
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#define FLAG_BIT_PARTICLE_POLARCOORDINATES_ON (1 << 8)
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#define FLAG_BIT_PARTICLE_UTWIRL_ON (1 << 9)
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#define FLAG_BIT_PARTICLE_LINEARTOGAMMA_ON (1 << 10)
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#define FLAG_BIT_PARTICLE_FRESNEL_ON (1 << 11)
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#define FLAG_BIT_PARTICLE_NOISEMAP_NORMALIZEED_ON (1 << 12)
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#define FLAG_BIT_PARTICLE_CUSTOMDATA1Z_DISSOLVE_ON (1 << 13)
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#define FLAG_BIT_PARTICLE_UIEFFECT_ON (1 << 14)
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#define FLAG_BIT_PARTICLE_UNSCALETIME_ON (1 << 15)
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#define FLAG_BIT_PARTICLE_SCRIPTABLETIME_ON (1 << 16)
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#define FLAG_BIT_PARTICLE_CUSTOMDATA1_ON (1 << 17)
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#define FLAG_BIT_PARTICLE_FRESNEL_INVERT_ON (1 << 18)
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#define FLAG_BIT_HUESHIFT_ON (1 << 19)
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#define FLAG_BIT_PARTICLE_CUSTOMDATA2_ON (1 << 20)
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#define FLAG_BIT_PARTICLE_CUSTOMDATA1X_MAINTEXOFFSETX (1 << 21)
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#define FLAG_BIT_PARTICLE_CUSTOMDATA1Y_MAINTEXOFFSETY (1 << 22)
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#define FLAG_BIT_PARTICLE_CUSTOMDATA1W_HUESHIFT (1 << 23)
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#define FLAG_BIT_PARTICLE_CUSTOMDATA2X_MASKMAPOFFSETX (1 << 24)
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#define FLAG_BIT_PARTICLE_CUSTOMDATA2Y_MASKMAPOFFSETY (1 << 25)
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#define FLAG_BIT_PARTICLE_CUSTOMDATA2Z_FRESNELOFFSET (1 << 26)
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#define FLAG_BIT_PARTICLE_DISSOLVE_MASK (1 << 27)
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#define FLAG_BIT_PARTICLE_BACKCOLOR (1 << 28)
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#define FLAG_BIT_PARTICLE_PC_ONLYSPECIALFUNC (1 << 29)
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#define FLAG_BIT_PARTICLE_VERTEX_OFFSET_ON (1 << 30)
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#define FLAG_BIT_PARTICLE_VERTEX_OFFSET_NORMAL_DIR (1 << 31)
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// uint _W9ParticleShaderFlags;
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#define FLAG_BIT_PARTICLE_1_DEPTH_OUTLINE (1 << 0)
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#define FLAG_BIT_PARTICLE_1_PARALLAX_MAPPING (1 << 1)
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#define FLAG_BIT_PARTICLE_CUSTOMDATA1X_DISSOLVETEXOFFSETX (1 << 2)
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#define FLAG_BIT_PARTICLE_CUSTOMDATA1Y_DISSOLVETEXOFFSETY (1 << 3)
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#define FLAG_BIT_PARTICLE_CUSTOMDATA1Z_NOISE_INTENSITY (1 << 4)
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#define FLAG_BIT_PARTICLE_CUSTOMDATA1W_SATURATE (1 << 5)
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#define FLAG_BIT_PARTICLE_CUSTOMDATA2X_VERTEXOFFSETX (1 << 6)
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#define FLAG_BIT_PARTICLE_CUSTOMDATA2Y_VERTEXOFFSETY (1 << 7)
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#define FLAG_BIT_PARTICLE_CUSTOMDATA2W_CHORATICABERRAT_INTENSITY (1 << 8)
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#define FLAG_BIT_PARTICLE_1_IGNORE_VERTEX_COLOR (1 << 9)
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#define FLAG_BIT_PARTICLE_1_DISSOVLE_VORONOI (1 << 10)
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#define FLAG_BIT_PARTICLE_1_DISSOVLE_USE_RAMP (1 << 11)
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#define FLAG_BIT_PARTICLE_1_MASK_MAP2 (1 << 12)
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#define FLAG_BIT_PARTICLE_1_MASK_MAP3 (1 << 13)
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#define FLAG_BIT_PARTICLE_1_NOISE_MASKMAP (1 << 14)
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#define FLAG_BIT_PARTICLE_1_ANIMATION_SHEET_HELPER (1 << 15)
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#define FLAG_BIT_PARTICLE_1_CUSTOMDATA2Z_VERTEXOFFSET_INTENSITY (1 << 16)
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#define FLAG_BIT_PARTICLE_1_UIEFFECT_SPRITE_MODE (1 << 17)
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#define FLAG_BIT_PARTICLE_1_USE_TEXCOORD1 (1 << 18)
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#define FLAG_BIT_PARTICLE_1_USE_TEXCOORD2 (1 << 19)
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#define FLAG_BIT_PARTICLE_1_CYLINDER_CORDINATE (1 << 20)
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#define FLAG_BIT_PARTICLE_1_UV_FROM_MESH (1 << 21)
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#define FLAG_BIT_PARTICLE_1_UIEFFECT_BASEMAP_MODE (1 << 22)
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#define FLAG_BIT_PARTICLE_1_IS_PARTICLE_SYSTEM (1 << 23)
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#define FLAG_BIT_PARTICLE_1_MAINTEX_CONTRAST (1 << 24)
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#define FLAG_BIT_PARTICLE_1_VERTEXOFFSET_START_FROM_ZERO (1 << 25)
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#define FLAG_BIT_PARTICLE_1_VERTEXOFFSET_MASKMAP (1 << 26)
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#define FLAG_BIT_PARTICLE_1_MAINTEX_COLOR_REFINE (1 << 27)
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//WrapMode不能够超过16位(因为会占用x和x+16两个bit位)
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#define FLAG_BIT_WRAPMODE_BASEMAP (1 << 0)
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#define FLAG_BIT_WRAPMODE_MASKMAP (1 << 1)
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#define FLAG_BIT_WRAPMODE_MASKMAP2 (1 << 2)
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#define FLAG_BIT_WRAPMODE_NOISEMAP (1 << 3)
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#define FLAG_BIT_WRAPMODE_EMISSIONMAP (1 << 4)
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#define FLAG_BIT_WRAPMODE_DISSOLVE_MAP (1 << 5)
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#define FLAG_BIT_WRAPMODE_DISSOLVE_MASKMAP (1 << 6)
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#define FLAG_BIT_WRAPMODE_DISSOLVE_RAMPMAP (1 << 7)
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#define FLAG_BIT_WRAPMODE_COLORBLENDMAP (1 << 8)
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#define FLAG_BIT_WRAPMODE_VERTEXOFFSETMAP (1 << 9)
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#define FLAG_BIT_WRAPMODE_PARALLAXMAPPINGMAP (1 << 10)
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#define FLAG_BIT_WRAPMODE_MASKMAP3 (1 << 11)
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#define FLAG_BIT_WRAPMODE_NOISE_MASKMAP (1 << 12)
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#define FLAG_BIT_WRAPMODE_VERTEXOFFSET_MASKMAP (1 << 13)
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#define FLAGBIT_POS_0_CUSTOMDATA_MAINTEX_OFFSET_X (0*4)
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#define FLAGBIT_POS_0_CUSTOMDATA_MAINTEX_OFFSET_Y (1*4)
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#define FLAGBIT_POS_0_CUSTOMDATA_DISSOLVE_INTENSITY (2*4)
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#define FLAGBIT_POS_0_CUSTOMDATA_HUESHIFT (3*4)
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#define FLAGBIT_POS_0_CUSTOMDATA_MASK_OFFSET_X (4*4)
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#define FLAGBIT_POS_0_CUSTOMDATA_MASK_OFFSET_Y (5*4)
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#define FLAGBIT_POS_0_CUSTOMDATA_FRESNEL_OFFSET (6*4)
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#define FLAGBIT_POS_0_CUSTOMDATA_CHORATICABERRAT_INTENSITY (7*4)
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#define FLAGBIT_POS_1_CUSTOMDATA_DISSOLVE_OFFSET_X (0*4)
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#define FLAGBIT_POS_1_CUSTOMDATA_DISSOLVE_OFFSET_Y (1*4)
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#define FLAGBIT_POS_1_CUSTOMDATA_NOISE_INTENSITY (2*4)
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#define FLAGBIT_POS_1_CUSTOMDATA_SATURATE (3*4)
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#define FLAGBIT_POS_1_CUSTOMDATA_VERTEX_OFFSET_X (4*4)
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#define FLAGBIT_POS_1_CUSTOMDATA_VERTEX_OFFSET_Y (5*4)
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#define FLAGBIT_POS_1_CUSTOMDATA_VERTEXOFFSET_INTENSITY (6*4)
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#define FLAGBIT_POS_1_CUSTOMDATA_DISSOLVE_MASK_INTENSITY (7*4)
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#define FLAGBIT_POS_2_CUSTOMDATA_DISSOLVE_NOISE1_OFFSET_X (0*4)
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#define FLAGBIT_POS_2_CUSTOMDATA_DISSOLVE_NOISE1_OFFSET_Y (1*4)
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#define FLAGBIT_POS_2_CUSTOMDATA_DISSOLVE_NOISE2_OFFSET_X (2*4)
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#define FLAGBIT_POS_2_CUSTOMDATA_DISSOLVE_NOISE2_OFFSET_Y (3*4)
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#define FLAGBIT_POS_2_CUSTOMDATA_NOISE_DIRECTION_X (4*4)
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#define FLAGBIT_POS_2_CUSTOMDATA_NOISE_DIRECTION_Y (5*4)
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#define FLAGBIT_POS_2_CUSTOMDATA_MAINTEX_CONTRAST (6*4)
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//---->这里还有一个坑可以用哦
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#define FLAGBIT_POS_3_CUSTOMDATA_VERTEX_OFFSET_MASK_X (0*4)
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#define FLAGBIT_POS_3_CUSTOMDATA_VERTEX_OFFSET_MASK_Y (1*4)
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#define isCustomDataBit (1 << 3)
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#define Data12Bit (1 << 2)
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#define DataXYorZWBit (1 << 1)
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#define DataXZorYWBit (1 << 0)
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#define FLAG_BIT_UVMODE_POS_0_MAINTEX (0*2)
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#define FLAG_BIT_UVMODE_POS_0_MASKMAP (1*2)
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#define FLAG_BIT_UVMODE_POS_0_MASKMAP_2 (2*2)
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#define FLAG_BIT_UVMODE_POS_0_MASKMAP_3 (3*2)
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#define FLAG_BIT_UVMODE_POS_0_NOISE_MAP (4*2)
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#define FLAG_BIT_UVMODE_POS_0_NOISE_MASK_MAP (5*2)
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#define FLAG_BIT_UVMODE_POS_0_EMISSION_MAP (6*2)
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#define FLAG_BIT_UVMODE_POS_0_DISSOLVE_MAP (7*2)
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#define FLAG_BIT_UVMODE_POS_0_DISSOLVE_MASK_MAP (8*2)
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#define FLAG_BIT_UVMODE_POS_0_COLOR_BLEND_MAP (9*2)
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#define FLAG_BIT_UVMODE_POS_0_VERTEX_OFFSET_MAP (10*2)
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#define FLAG_BIT_UVMODE_POS_0_VERTEX_OFFSET_MASKMAP (11*2)
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float GetCustomData(uint flagProperty,int flagPos,float orignValue,half4 cutstomData1,half4 customData2)
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{
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uint bit = flagProperty >> flagPos;
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// bit &= 15;// binary 1111 这一步可能是没必要的。
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UNITY_BRANCH
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if((bit & isCustomDataBit) == 0)
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{
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return orignValue;
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}
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else
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{
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half4 customData = 0;
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if((bit & Data12Bit))
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{
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customData = cutstomData1;
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}
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else
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{
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customData = customData2;
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}
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if(bit & DataXYorZWBit)
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{
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if(bit & DataXZorYWBit)
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{
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return customData.x;
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}
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else
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{
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return customData.y;
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}
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}
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else
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{
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if(bit & DataXZorYWBit)
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{
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return customData.z;
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}
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else
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{
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return customData.w;
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}
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}
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}
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return 999;//提示错误
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}
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float2 GetUVByUVMode(uint flagProperty,int flagPos,float2 defaultUVChannel,float2 specialUVChannel,float2 polarOrTwirl,float2 cylinderUV)
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{
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flagProperty = flagProperty >> flagPos;
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flagProperty = flagProperty & 3;
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if(flagProperty == 0)
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{
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return defaultUVChannel;
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}
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if(flagProperty == 1)
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{
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return specialUVChannel;
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}
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if(flagProperty == 2)
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{
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return polarOrTwirl;
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}
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return cylinderUV;
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}
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struct BaseUVs
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{
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float2 defaultUVChannel;
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float2 specialUVChannel;
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float2 uvAfterTwirlPolar;
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float2 cylinderUV;
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};
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float2 GetUVByUVMode(uint flagProperty,int flagPos,BaseUVs baseUVs)
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{
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flagProperty = flagProperty >> flagPos;
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flagProperty = flagProperty & 3;
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if(flagProperty == 0)
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{
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return baseUVs.defaultUVChannel;
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}
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if(flagProperty == 1)
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{
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return baseUVs.specialUVChannel;
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}
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if(flagProperty == 2)
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{
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return baseUVs.uvAfterTwirlPolar;
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}
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return baseUVs.cylinderUV;
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}
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#endif
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