Material_Editor.BGSM.Serialize C# (CSharp) Method

Serialize() public method

public Serialize ( BinaryWriter output ) : void
output System.IO.BinaryWriter
return void
        public override void Serialize(BinaryWriter output)
        {
            base.Serialize(output);

            WriteString(output, this._DiffuseTexture);
            WriteString(output, this._NormalTexture);
            WriteString(output, this._SmoothSpecTexture);
            WriteString(output, this._GreyscaleTexture);
            WriteString(output, this._EnvmapTexture);
            WriteString(output, this._GlowTexture);
            WriteString(output, this._InnerLayerTexture);
            WriteString(output, this._WrinklesTexture);
            WriteString(output, this._DisplacementTexture);

            output.Write(this._EnableEditorAlphaRef);
            output.Write(this._RimLighting);
            output.Write(this._RimPower);
            output.Write(this._BackLightPower);

            output.Write(this._SubsurfaceLighting);
            output.Write(this._SubsurfaceLightingRolloff);

            output.Write(this._SpecularEnabled);
            Color.FromUInt32(this._SpecularColor).Write(output);
            output.Write(this._SpecularMult);
            output.Write(this._Smoothness);
            output.Write(this._FresnelPower);
            output.Write(this._WetnessControlSpecScale);
            output.Write(this._WetnessControlSpecPowerScale);
            output.Write(this._WetnessControlSpecMinvar);
            output.Write(this._WetnessControlEnvMapScale);
            output.Write(this._WetnessControlFresnelPower);
            output.Write(this._WetnessControlMetalness);

            WriteString(output, this._RootMaterialPath);

            output.Write(this._AnisoLighting);
            output.Write(this._EmitEnabled);
            if (this._EmitEnabled)
                Color.FromUInt32(this._EmittanceColor).Write(output);

            output.Write(this._EmittanceMult);
            output.Write(this._ModelSpaceNormals);
            output.Write(this._ExternalEmittance);
            output.Write(this._BackLighting);

            output.Write(this._ReceiveShadows);
            output.Write(this._HideSecret);
            output.Write(this._CastShadows);
            output.Write(this._DissolveFade);
            output.Write(this._AssumeShadowmask);

            output.Write(this._Glowmap);
            output.Write(this._EnvironmentMappingWindow);
            output.Write(this._EnvironmentMappingEye);
            output.Write(this._Hair);
            Color.FromUInt32(this._HairTintColor).Write(output);
            output.Write(this._Tree);
            output.Write(this._Facegen);
            output.Write(this._SkinTint);

            output.Write(this._Tessellate);
            output.Write(this._DisplacementTextureBias);
            output.Write(this._DisplacementTextureScale);
            output.Write(this._TessellationPNScale);
            output.Write(this._TessellationBaseFactor);
            output.Write(this._TessellationFadeDistance);

            output.Write(this._GrayscaleToPaletteScale);
            if (this.Version >= 1)
                output.Write(this._SkewSpecularAlpha);
        }