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Pasted as C# by vap ( 2 years ago )
//COLOR THROUGH UV
	const float emissive_color_scale = 0.1f;
	const float g_range = 2550f;
	static public Vector2[] QuadUVColor(Color color)
	{
		Vector2 c = new Vector2(color.r * emissive_color_scale, (int)(color.g * g_range * emissive_color_scale) + Mathf.Clamp(color.b * emissive_color_scale, 0, 0.999f));
		quad_uv_colors[0] = c;
		quad_uv_colors[1] = c;
		quad_uv_colors[2] = c;
		quad_uv_colors[3] = c;
		return quad_uv_colors;
	}
	static public Vector2[] QuadUVColor(Color color1, Color color2, Color color3, Color color4)
	{
		Vector2 c = new Vector2(color1.r * emissive_color_scale, (int)(color1.g * g_range * emissive_color_scale) + Mathf.Clamp(color1.b * emissive_color_scale, 0, 0.999f));
		quad_uv_colors[0] = c;
		c = new Vector2(color2.r * emissive_color_scale, (int)(color2.g * g_range * emissive_color_scale) + Mathf.Clamp(color2.b * emissive_color_scale, 0, 0.999f));
		quad_uv_colors[1] = c;
		c = new Vector2(color3.r * emissive_color_scale, (int)(color3.g * g_range * emissive_color_scale) + Mathf.Clamp(color3.b * emissive_color_scale, 0, 0.999f));
		quad_uv_colors[2] = c;
		c = new Vector2(color4.r * emissive_color_scale, (int)(color4.g * g_range * emissive_color_scale) + Mathf.Clamp(color4.b * emissive_color_scale, 0, 0.999f));
		quad_uv_colors[3] = c;
		return quad_uv_colors;
	}

	static public Vector2 UVColor(Color color)
	{
		return new Vector2(color.r * emissive_color_scale, (int)(color.g * g_range * emissive_color_scale) + Mathf.Clamp(color.b * emissive_color_scale, 0, 0.999f));
	}

 

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