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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public static class Packer
- {
- /// <summary>
- /// Pack 4 low-precision [0-1] floats values to a float.
- /// Each value [0-1] has 64 steps(6 bits).
- /// </summary>
- public static float ToFloat(float x, float y, float z, float w)
- {
- x = x < 0 ? 0 : 1 < x ? 1 : x;
- y = y < 0 ? 0 : 1 < y ? 1 : y;
- z = z < 0 ? 0 : 1 < z ? 1 : z;
- w = w < 0 ? 0 : 1 < w ? 1 : w;
- const int PRECISION = (1 << 6) - 1;
- return (Mathf.FloorToInt(w * PRECISION) << 18)
- + (Mathf.FloorToInt(z * PRECISION) << 12)
- + (Mathf.FloorToInt(y * PRECISION) << 6)
- + Mathf.FloorToInt(x * PRECISION);
- }
- /// <summary>
- /// Pack 4 low-precision [0-1] floats values to a float.
- /// Each value [0-1] has 64 steps(6 bits).
- /// </summary>
- public static float ToFloat(Vector4 factor)
- {
- return ToFloat(Mathf.Clamp01(factor.x), Mathf.Clamp01(factor.y), Mathf.Clamp01(factor.z),
- Mathf.Clamp01(factor.w));
- }
- /// <summary>
- /// Pack 1 middle-precision & 2 low-precision [0-1] floats values to a float.
- /// z value [0-1] has 4096 steps(12 bits) and xy value [0-1] has 64 steps(6 bits).
- /// </summary>
- public static float ToFloat(float x, float y, float z)
- {
- x = x < 0 ? 0 : 1 < x ? 1 : x;
- y = y < 0 ? 0 : 1 < y ? 1 : y;
- z = z < 0 ? 0 : 1 < z ? 1 : z;
- const int PRECISION = (1 << 8) - 1;
- return (Mathf.FloorToInt(z * PRECISION) << 16)
- + (Mathf.FloorToInt(y * PRECISION) << 8)
- + Mathf.FloorToInt(x * PRECISION);
- }
- /// <summary>
- /// Pack 2 low-precision [0-1] floats values to a float.
- /// Each value [0-1] has 4096 steps(12 bits).
- /// </summary>
- public static float ToFloat(float x, float y)
- {
- x = x < 0 ? 0 : 1 < x ? 1 : x;
- y = y < 0 ? 0 : 1 < y ? 1 : y;
- const int PRECISION = (1 << 12) - 1;
- return (Mathf.FloorToInt(y * PRECISION) << 12)
- + Mathf.FloorToInt(x * PRECISION);
- }
- }
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