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using UnityEngine;
using VRMShaders.VRM10.MToon10.Runtime;
namespace VRMShaders.VRM10.MToon10.Runtime
{
public static class MaterialExtensions
{
public static void SetKeyword(this Material mat, string keyword, bool isEnabled)
{
if (isEnabled)
{
mat.EnableKeyword(keyword);
}
else
{
mat.DisableKeyword(keyword);
}
}
public static int GetInt(this Material mat, MToon10Prop prop)
{
return mat.GetInt(prop.ToUnityShaderLabName());
}
public static void SetInt(this Material mat, MToon10Prop prop, int val)
{
mat.SetInt(prop.ToUnityShaderLabName(), val);
}
public static Texture GetTexture(this Material mat, MToon10Prop prop)
{
return mat.GetTexture(prop.ToUnityShaderLabName());
}
public static Vector2 GetTextureScale(this Material mat, MToon10Prop prop)
{
return mat.GetTextureScale(prop.ToUnityShaderLabName());
}
public static Vector2 GetTextureOffset(this Material mat, MToon10Prop prop)
{
return mat.GetTextureOffset(prop.ToUnityShaderLabName());
}
public static float GetFloat(this Material mat, MToon10Prop prop)
{
return mat.GetFloat(prop.ToUnityShaderLabName());
}
public static Color GetColor(this Material mat, MToon10Prop prop)
{
return mat.GetColor(prop.ToUnityShaderLabName());
}
}
}