using System.Collections; using System.Collections.Generic; using UnityEngine; public static class Packer { /// /// Pack 4 low-precision [0-1] floats values to a float. /// Each value [0-1] has 64 steps(6 bits). /// 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); } /// /// Pack 4 low-precision [0-1] floats values to a float. /// Each value [0-1] has 64 steps(6 bits). /// public static float ToFloat(Vector4 factor) { return ToFloat(Mathf.Clamp01(factor.x), Mathf.Clamp01(factor.y), Mathf.Clamp01(factor.z), Mathf.Clamp01(factor.w)); } /// /// 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). /// 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); } /// /// Pack 2 low-precision [0-1] floats values to a float. /// Each value [0-1] has 4096 steps(12 bits). /// 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); } }