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:
float Quantize(float x)
{
const float relMaxQuantError = 0.001f;
float ret = Mathf.Log10(Mathf.Abs(x));
float quantum = Mathf.Log10(1+relMaxQuantError);
ret = Mathf.Floor(ret/quantum) * quantum;
ret = Mathf.Sign(x) * (Mathf.Pow(10, ret));
return ret;
}
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PS: Mathf - Unity. , Math.