239 lines
14 KiB
C#
239 lines
14 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace DistantLands.Cozy
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{
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public static class CozyShaderIDs
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{
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public static int CZY_FogColor1ID;
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public static int CZY_FogColor2ID;
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public static int CZY_FogColor3ID;
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public static int CZY_FogColor4ID;
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public static int CZY_FogColor5ID;
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public static int CZY_FogLitColorID;
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public static int CZY_FogShadowColorID;
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public static int CZY_FogColorStart1ID;
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public static int CZY_FogColorStart2ID;
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public static int CZY_FogColorStart3ID;
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public static int CZY_FogColorStart4ID;
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public static int CZY_FogIntensityID;
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public static int CZY_FogOffsetID;
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public static int CZY_LightFlareSquishID;
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public static int CZY_FogSmoothnessID;
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public static int CZY_FogDepthMultiplierID;
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public static int CZY_LightColorID;
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public static int CZY_FogMoonFlareColorID;
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public static int CZY_VariationAmountID;
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public static int CZY_VariationScaleID;
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public static int CZY_VariationWindDirectionID;
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public static int CZY_VariationDistanceID;
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public static int CZY_SunDirectionID;
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public static int CZY_LightFalloffID;
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public static int CZY_LightIntensityID;
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public static int CZY_FilterColorID;
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public static int CZY_SunFilterColorID;
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public static int CZY_CloudFilterColorID;
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public static int CZY_FilterValueID;
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public static int CZY_FilterSaturationID;
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public static int CZY_CumulusCoverageMultiplierID;
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public static int CZY_NimbusMultiplierID;
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public static int CZY_NimbusHeightID;
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public static int CZY_NimbusVariationID;
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public static int CZY_BorderHeightID;
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public static int CZY_BorderEffectID;
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public static int CZY_BorderVariationID;
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public static int CZY_AltocumulusMultiplierID;
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public static int CZY_CirrostratusMultiplierID;
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public static int CZY_ChemtrailsMultiplierID;
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public static int CZY_CirrusMultiplierID;
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public static int CZY_CloudTextureID;
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public static int CZY_ChemtrailsTextureID;
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public static int CZY_CirrusTextureID;
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public static int CZY_CirrostratusTextureID;
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public static int CZY_AltocumulusTextureID;
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public static int CZY_PartlyCloudyLuxuryCloudsTextureID;
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public static int CZY_MostlyCloudyLuxuryCloudsTextureID;
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public static int CZY_OvercastLuxuryCloudsTextureID;
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public static int CZY_LowBorderLuxuryCloudsTextureID;
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public static int CZY_HighBorderLuxuryCloudsTextureID;
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public static int CZY_LowNimbusLuxuryCloudsTextureID;
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public static int CZY_MidNimbusLuxuryCloudsTextureID;
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public static int CZY_HighNimbusLuxuryCloudsTextureID;
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public static int CZY_LuxuryVariationTextureID;
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public static int CZY_StarMapID;
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public static int CZY_GalaxyStarMapID;
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public static int CZY_GalaxyVariationMapID;
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public static int CZY_LightScatteringMapID;
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public static int CZY_GalaxyMapID;
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public static int CZY_TexturePanDirectionID;
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public static int CZY_ZenithColorID;
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public static int CZY_HorizonColorID;
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public static int CZY_StarColorID;
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public static int CZY_GalaxyMultiplierID;
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public static int CZY_RainbowIntensityID;
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public static int CZY_PowerID;
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public static int CZY_SunSizeID;
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public static int CZY_SunColorID;
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public static int CZY_MoonColorID;
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public static int CZY_SunHaloFalloffID;
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public static int CZY_SunHaloColorID;
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public static int CZY_MoonFlareColorID;
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public static int CZY_MoonFlareFalloffID;
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public static int CZY_GalaxyColor1ID;
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public static int CZY_GalaxyColor2ID;
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public static int CZY_GalaxyColor3ID;
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public static int CZY_LightColumnColorID;
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public static int CZY_RainbowSizeID;
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public static int CZY_RainbowWidthID;
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public static int CZY_StormDirectionID;
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public static int CZY_CloudColorID;
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public static int CZY_CloudHighlightColorID;
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public static int CZY_AltoCloudColorID;
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public static int CZY_CloudTextureColorID;
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public static int CZY_CloudMoonColorID;
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public static int CZY_SunFlareFalloffID;
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public static int CZY_CloudMoonFalloffID;
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public static int CZY_WindSpeedID;
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public static int CZY_CloudCohesionID;
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public static int CZY_SpherizeID;
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public static int CZY_ShadowingDistanceID;
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public static int CZY_ClippingThresholdID;
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public static int CZY_CloudThicknessID;
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public static int CZY_MainCloudScaleID;
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public static int CZY_DetailScaleID;
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public static int CZY_DetailAmountID;
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public static int CZY_TextureAmountID;
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public static int CZY_AltocumulusScaleID;
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public static int CZY_CirrostratusMoveSpeedID;
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public static int CZY_CirrusMoveSpeedID;
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public static int CZY_ChemtrailsMoveSpeedID;
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public static int CZY_DayPercentageID;
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public static int CZY_EclipseDirectionID;
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public static int CZY_MoonSizeID;
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public static int CZY_HeightFogBaseID;
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public static int CZY_HeightFogBaseVariationScaleID;
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public static int CZY_HeightFogBaseVariationAmountID;
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public static int CZY_HeightFogTransitionID;
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public static int CZY_HeightFogDistanceID;
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public static int CZY_HeightFogColorID;
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public static int CZY_HeightFogIntensityID;
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public static void GrabShaderIDs()
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{
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CZY_FogColor1ID = Shader.PropertyToID("CZY_FogColor1");
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CZY_FogColor2ID = Shader.PropertyToID("CZY_FogColor2");
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CZY_FogColor3ID = Shader.PropertyToID("CZY_FogColor3");
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CZY_FogColor4ID = Shader.PropertyToID("CZY_FogColor4");
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CZY_FogColor5ID = Shader.PropertyToID("CZY_FogColor5");
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CZY_FogColorStart1ID = Shader.PropertyToID("CZY_FogColorStart1");
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CZY_FogColorStart2ID = Shader.PropertyToID("CZY_FogColorStart2");
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CZY_FogColorStart3ID = Shader.PropertyToID("CZY_FogColorStart3");
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CZY_FogColorStart4ID = Shader.PropertyToID("CZY_FogColorStart4");
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CZY_FogIntensityID = Shader.PropertyToID("CZY_FogIntensity");
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CZY_FogOffsetID = Shader.PropertyToID("CZY_FogOffset");
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CZY_LightFlareSquishID = Shader.PropertyToID("CZY_LightFlareSquish");
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CZY_FogSmoothnessID = Shader.PropertyToID("CZY_FogSmoothness");
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CZY_FogDepthMultiplierID = Shader.PropertyToID("CZY_FogDepthMultiplier");
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CZY_LightColorID = Shader.PropertyToID("CZY_LightColor");
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CZY_FogMoonFlareColorID = Shader.PropertyToID("CZY_FogMoonFlareColor");
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CZY_VariationAmountID = Shader.PropertyToID("CZY_VariationAmount");
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CZY_VariationScaleID = Shader.PropertyToID("CZY_VariationScale");
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CZY_VariationWindDirectionID = Shader.PropertyToID("CZY_VariationWindDirection");
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CZY_VariationDistanceID = Shader.PropertyToID("CZY_VariationDistance");
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CZY_SunDirectionID = Shader.PropertyToID("CZY_SunDirection");
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CZY_LightFalloffID = Shader.PropertyToID("CZY_LightFalloff");
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CZY_LightIntensityID = Shader.PropertyToID("CZY_LightIntensity");
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CZY_FilterColorID = Shader.PropertyToID("CZY_FilterColor");
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CZY_SunFilterColorID = Shader.PropertyToID("CZY_SunFilterColor");
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CZY_CloudFilterColorID = Shader.PropertyToID("CZY_CloudFilterColor");
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CZY_FilterValueID = Shader.PropertyToID("CZY_FilterValue");
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CZY_FilterSaturationID = Shader.PropertyToID("CZY_FilterSaturation");
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CZY_CumulusCoverageMultiplierID = Shader.PropertyToID("CZY_CumulusCoverageMultiplier");
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CZY_NimbusMultiplierID = Shader.PropertyToID("CZY_NimbusMultiplier");
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CZY_NimbusHeightID = Shader.PropertyToID("CZY_NimbusHeight");
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CZY_NimbusVariationID = Shader.PropertyToID("CZY_NimbusVariation");
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CZY_BorderHeightID = Shader.PropertyToID("CZY_BorderHeight");
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CZY_BorderEffectID = Shader.PropertyToID("CZY_BorderEffect");
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CZY_BorderVariationID = Shader.PropertyToID("CZY_BorderVariation");
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CZY_AltocumulusMultiplierID = Shader.PropertyToID("CZY_AltocumulusMultiplier");
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CZY_CirrostratusMultiplierID = Shader.PropertyToID("CZY_CirrostratusMultiplier");
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CZY_ChemtrailsMultiplierID = Shader.PropertyToID("CZY_ChemtrailsMultiplier");
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CZY_CirrusMultiplierID = Shader.PropertyToID("CZY_CirrusMultiplier");
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CZY_CloudTextureID = Shader.PropertyToID("CZY_CloudTexture");
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CZY_ChemtrailsTextureID = Shader.PropertyToID("CZY_ChemtrailsTexture");
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CZY_CirrusTextureID = Shader.PropertyToID("CZY_CirrusTexture");
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CZY_CirrostratusTextureID = Shader.PropertyToID("CZY_CirrostratusTexture");
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CZY_AltocumulusTextureID = Shader.PropertyToID("CZY_AltocumulusTexture");
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CZY_StarMapID = Shader.PropertyToID("CZY_StarMap");
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CZY_GalaxyStarMapID = Shader.PropertyToID("CZY_GalaxyStarMap");
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CZY_GalaxyVariationMapID = Shader.PropertyToID("CZY_GalaxyVariationMap");
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CZY_LightScatteringMapID = Shader.PropertyToID("CZY_LightScatteringMap");
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CZY_GalaxyMapID = Shader.PropertyToID("CZY_GalaxyMap");
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CZY_TexturePanDirectionID = Shader.PropertyToID("CZY_TexturePanDirection");
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CZY_ZenithColorID = Shader.PropertyToID("CZY_ZenithColor");
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CZY_HorizonColorID = Shader.PropertyToID("CZY_HorizonColor");
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CZY_StarColorID = Shader.PropertyToID("CZY_StarColor");
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CZY_GalaxyMultiplierID = Shader.PropertyToID("CZY_GalaxyMultiplier");
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CZY_RainbowIntensityID = Shader.PropertyToID("CZY_RainbowIntensity");
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CZY_PowerID = Shader.PropertyToID("CZY_Power");
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CZY_SunSizeID = Shader.PropertyToID("CZY_SunSize");
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CZY_SunColorID = Shader.PropertyToID("CZY_SunColor");
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CZY_MoonColorID = Shader.PropertyToID("CZY_MoonColor");
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CZY_SunHaloFalloffID = Shader.PropertyToID("CZY_SunHaloFalloff");
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CZY_SunHaloColorID = Shader.PropertyToID("CZY_SunHaloColor");
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CZY_MoonFlareColorID = Shader.PropertyToID("CZY_MoonFlareColor");
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CZY_MoonFlareFalloffID = Shader.PropertyToID("CZY_MoonFlareFalloff");
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CZY_GalaxyColor1ID = Shader.PropertyToID("CZY_GalaxyColor1");
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CZY_GalaxyColor2ID = Shader.PropertyToID("CZY_GalaxyColor2");
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CZY_GalaxyColor3ID = Shader.PropertyToID("CZY_GalaxyColor3");
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CZY_LightColumnColorID = Shader.PropertyToID("CZY_LightColumnColor");
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CZY_RainbowSizeID = Shader.PropertyToID("CZY_RainbowSize");
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CZY_RainbowWidthID = Shader.PropertyToID("CZY_RainbowWidth");
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CZY_StormDirectionID = Shader.PropertyToID("CZY_StormDirection");
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CZY_CloudColorID = Shader.PropertyToID("CZY_CloudColor");
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CZY_CloudHighlightColorID = Shader.PropertyToID("CZY_CloudHighlightColor");
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CZY_AltoCloudColorID = Shader.PropertyToID("CZY_AltoCloudColor");
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CZY_CloudTextureColorID = Shader.PropertyToID("CZY_CloudTextureColor");
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CZY_CloudMoonColorID = Shader.PropertyToID("CZY_CloudMoonColor");
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CZY_SunFlareFalloffID = Shader.PropertyToID("CZY_SunFlareFalloff");
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CZY_CloudMoonFalloffID = Shader.PropertyToID("CZY_CloudMoonFalloff");
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CZY_WindSpeedID = Shader.PropertyToID("CZY_WindSpeed");
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CZY_CloudCohesionID = Shader.PropertyToID("CZY_CloudCohesion");
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CZY_SpherizeID = Shader.PropertyToID("CZY_Spherize");
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CZY_ShadowingDistanceID = Shader.PropertyToID("CZY_ShadowingDistance");
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CZY_ClippingThresholdID = Shader.PropertyToID("CZY_ClippingThreshold");
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CZY_CloudThicknessID = Shader.PropertyToID("CZY_CloudThickness");
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CZY_MainCloudScaleID = Shader.PropertyToID("CZY_MainCloudScale");
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CZY_DetailScaleID = Shader.PropertyToID("CZY_DetailScale");
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CZY_DetailAmountID = Shader.PropertyToID("CZY_DetailAmount");
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CZY_TextureAmountID = Shader.PropertyToID("CZY_TextureAmount");
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CZY_AltocumulusScaleID = Shader.PropertyToID("CZY_AltocumulusScale");
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CZY_CirrostratusMoveSpeedID = Shader.PropertyToID("CZY_CirrostratusMoveSpeed");
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CZY_CirrusMoveSpeedID = Shader.PropertyToID("CZY_CirrusMoveSpeed");
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CZY_ChemtrailsMoveSpeedID = Shader.PropertyToID("CZY_ChemtrailsMoveSpeed");
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CZY_DayPercentageID = Shader.PropertyToID("CZY_DayPercentage");
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CZY_EclipseDirectionID = Shader.PropertyToID("CZY_EclipseDirection");
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CZY_MoonSizeID = Shader.PropertyToID("CZY_MoonSize");
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CZY_PartlyCloudyLuxuryCloudsTextureID = Shader.PropertyToID("CZY_PartlyCloudyTexture");
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CZY_MostlyCloudyLuxuryCloudsTextureID = Shader.PropertyToID("CZY_MostlyCloudyTexture");
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CZY_OvercastLuxuryCloudsTextureID = Shader.PropertyToID("CZY_OvercastTexture");
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CZY_LowBorderLuxuryCloudsTextureID = Shader.PropertyToID("CZY_LowBorderTexture");
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CZY_HighBorderLuxuryCloudsTextureID = Shader.PropertyToID("CZY_HighBorderTexture");
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CZY_LowNimbusLuxuryCloudsTextureID = Shader.PropertyToID("CZY_LowNimbusTexture");
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CZY_MidNimbusLuxuryCloudsTextureID = Shader.PropertyToID("CZY_MidNimbusTexture");
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CZY_HighNimbusLuxuryCloudsTextureID = Shader.PropertyToID("CZY_HighNimbusTexture");
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CZY_LuxuryVariationTextureID = Shader.PropertyToID("CZY_LuxuryVariation");
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CZY_HeightFogBaseID = Shader.PropertyToID("CZY_HeightFogBase");
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CZY_HeightFogBaseVariationScaleID = Shader.PropertyToID("CZY_HeightFogBaseVariationScale");
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CZY_HeightFogBaseVariationAmountID = Shader.PropertyToID("CZY_HeightFogBaseVariationAmount");
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CZY_HeightFogTransitionID = Shader.PropertyToID("CZY_HeightFogTransition");
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CZY_HeightFogDistanceID = Shader.PropertyToID("CZY_HeightFogDistance");
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CZY_HeightFogColorID = Shader.PropertyToID("CZY_HeightFogColor");
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CZY_HeightFogIntensityID = Shader.PropertyToID("CZY_HeightFogIntensity");
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}
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}
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} |