using UnityEngine; namespace Gaia { /// /// Contains all the shader ID's for all shaders needed for weather and water /// public static class GaiaShaderID { //PW Sky public static readonly int m_cloudFade; public static readonly int m_cloudBrightness; public static readonly int m_cloudAmbientColor; public static readonly int m_SunDirection; public static readonly int m_SunColor; public static readonly int m_cloudDomeBrightness; public static readonly int m_cloudSunDirection; public static readonly int m_skySunDirection; public static readonly int m_cloudOpacity; public static readonly int m_cloudDomeFogColor; public static readonly int m_cloudDomeSunColor; public static readonly int m_cloudDomeFinalCloudColor; public static readonly int m_cloudDomeFinalSkyColor; public static readonly int m_cloudHeightDensity; public static readonly int m_cloudHeightThickness; public static readonly int m_cloudSpeed; public static readonly int m_pwSkyFogHeight; public static readonly int m_pwSkyFogGradient; public static readonly string m_cloudShaderName = "PWS/VFX/PW_SkydomeCloudsHight"; public static readonly string m_pwSkySkyboxShader = "PWS/Skybox/PW_Procedural"; //PW VFX public static readonly int m_rainIntensity; public static readonly int m_weatherMainColor; public static readonly int m_weatherColor; //PW Water public static readonly int m_waterDepthRamp; public static readonly int m_waterSmoothness; public static readonly int m_waterFoamTex; public static readonly int m_waterFoamTexTiling; public static readonly int m_waterFoamRampAlpha; public static readonly int m_waterFoamDepth; public static readonly int m_waterTransparentDepth; public static readonly int m_waterReflectionDistortion; public static readonly int m_waterReflectionStrength; public static readonly int m_waterWaveShoreMove; public static readonly int m_waterMetallic; public static readonly string m_waterGrabPass = "GrabPass"; public static readonly int m_underwaterColor; public static readonly int InvViewProjection; public static readonly int CameraRoll; public static readonly int _normalLayer0_ID; public static readonly int _normalLayer1_ID; public static readonly int _normalLayer2_ID; public static readonly int _normalLayer0Scale_ID; public static readonly int _normalLayer1Scale_ID; public static readonly int _normalLayer2Scale_ID; public static readonly int _normalSpeed_ID; public static readonly int _normalFadeStart_ID; public static readonly int _normalFadeDistance_ID; public static readonly int _normalTile_ID; public static readonly int _waveShoreClamp_ID; public static readonly int _waveLength_ID; public static readonly int _waveSteepness_ID; public static readonly int _waveSpeed_ID; public static readonly int _waveDirection_ID; public static readonly int _edgeWaterColor_ID; public static readonly int _edgeWaterDist_ID; public static readonly string _cbufName = "Echo_Refaction"; public static readonly int _grabID = 0; public static readonly int m_foamBubblesTexture; public static readonly int m_foamBubblesScale; public static readonly int m_foamBubblesTiling; public static readonly int m_foamStrength; public static readonly int m_foamBubblesStrength; public static readonly int m_foamEdge; public static readonly int m_foamMoveSpeed; public static readonly string m_cameraOpaqueTexture = "_CameraOpaqueTexture"; public static readonly string m_refractionOn = "_PW_MC_REFRACTION_ON"; public static readonly string m_refractionOff = "_PW_MC_REFRACTION_OFF"; public static readonly int m_blendSRC; public static readonly int m_blendDST; //PW GlobalGlobal public static readonly int m_globalLightDirection; public static readonly int m_globalLightColor; public static readonly int m_globalLightIntensity; public static readonly int m_globalLightSpecColor; public static readonly int m_globalWind; public static readonly int m_globalReflectionTexture; public static readonly int m_globalAmbientColor; public static readonly int m_hdrpZTest; //Unity Skybox public static readonly string m_unitySkyboxShader = "Skybox/Procedural"; public static readonly string m_unitySkyboxShaderHDRI = "Skybox/Cubemap"; public static readonly int m_unitySkyboxGroundColor; public static readonly int m_unitySkyboxAtmosphereThickness; public static readonly int m_unitySkyboxSunSize; public static readonly int m_unitySkyboxSunSizeConvergence; public static readonly int m_unitySkyboxTint; public static readonly int m_unitySkyboxTintHDRI; public static readonly int m_unitySkyboxCubemap; public static readonly int m_unitySkyboxExposure; public static readonly int m_unitySkyboxRotation; public static readonly int m_unitySkyboxSunDisk; public static readonly string m_unitySunQualityKeyword = "_SUNDISK_HIGH_QUALITY"; //Check strings public static readonly string m_checkNameSpace = "Space"; public static readonly string m_checkCloudHeight = "CloudsHight"; //Water Shaders public static readonly string BuiltInWaterShader = "PWS/PW_Water"; public static readonly string HDRPWaterShader = "Shader Graphs/PW_Water_RP"; public static readonly string HDRPWaterShaderFile = "PW_Water_RP"; static GaiaShaderID() { //PW Sky m_cloudFade = Shader.PropertyToID(("PW_Clouds_Fade")); m_cloudBrightness = Shader.PropertyToID(("PW_Cloud_Brightness")); m_cloudAmbientColor = Shader.PropertyToID(("PW_AmbientColor")); m_SunDirection = Shader.PropertyToID(("PW_SunDirection")); m_SunColor = Shader.PropertyToID(("PW_SunColor")); m_cloudDomeBrightness = Shader.PropertyToID(("PW_SkyDome_Brightness")); m_cloudSunDirection = Shader.PropertyToID(("PW_SunDirection_Clouds_HA")); m_skySunDirection = Shader.PropertyToID(("PW_SunDirection_Sky")); m_cloudOpacity = Shader.PropertyToID(("PW_Clouds_Opacity")); m_cloudDomeFogColor = Shader.PropertyToID(("PW_SkyDome_Fog_Color")); m_cloudDomeSunColor = Shader.PropertyToID(("PW_SkyDome_Sun_Color")); m_cloudDomeFinalCloudColor = Shader.PropertyToID(("PW_SkyDome_FinalClouds_Color")); m_cloudDomeFinalSkyColor = Shader.PropertyToID(("PW_SkyDome_FinalSky_Color")); m_cloudHeightDensity = Shader.PropertyToID(("PW_Clouds_Hight_Density")); m_cloudHeightThickness = Shader.PropertyToID(("PW_Clouds_Hight_Thickness")); m_cloudSpeed = Shader.PropertyToID(("PW_Clouds_Speed_HA")); m_pwSkyFogHeight = Shader.PropertyToID(("_FogHeight")); m_pwSkyFogGradient = Shader.PropertyToID(("_FogGradient")); //PW VFX m_rainIntensity = Shader.PropertyToID(("_PW_VFX_Weather_Intensity")); m_weatherMainColor = Shader.PropertyToID(("_MainColor")); m_weatherColor = Shader.PropertyToID(("_Color")); //PW Water m_waterDepthRamp = Shader.PropertyToID(("_WaterDepthRamp")); m_waterSmoothness = Shader.PropertyToID(("_Smoothness")); m_waterFoamTex = Shader.PropertyToID(("_FoamTex")); m_waterFoamTexTiling = Shader.PropertyToID(("_FoamTexTile")); m_waterFoamRampAlpha = Shader.PropertyToID(("_FoamRampAlpha")); m_waterFoamDepth = Shader.PropertyToID(("_FoamDepth")); m_waterTransparentDepth = Shader.PropertyToID(("_TransparentDepth")); m_waterReflectionDistortion = Shader.PropertyToID(("_ReflectionDistortion")); m_waterReflectionStrength = Shader.PropertyToID(("_ReflectionStrength")); m_waterWaveShoreMove = Shader.PropertyToID(("_WaveShoreMove")); m_waterMetallic = Shader.PropertyToID(("_Metallic")); m_underwaterColor = Shader.PropertyToID("_UnderWaterColor"); InvViewProjection = Shader.PropertyToID("_InvViewProjection"); CameraRoll = Shader.PropertyToID("_CameraRoll"); _normalLayer0_ID = Shader.PropertyToID("_NormalLayer0"); _normalLayer1_ID = Shader.PropertyToID("_NormalLayer1"); _normalLayer2_ID = Shader.PropertyToID("_NormalLayer2"); _normalLayer0Scale_ID = Shader.PropertyToID("_NormalLayer0Scale"); _normalLayer1Scale_ID = Shader.PropertyToID("_NormalLayer1Scale"); _normalLayer2Scale_ID = Shader.PropertyToID("_NormalLayer2Scale"); _normalSpeed_ID = Shader.PropertyToID("_NormalSpeed"); _normalFadeStart_ID = Shader.PropertyToID("_NormalFadeStart"); _normalFadeDistance_ID = Shader.PropertyToID("_NormalFadeDistance"); _normalTile_ID = Shader.PropertyToID("_NormalTile"); _waveShoreClamp_ID = Shader.PropertyToID("_WaveShoreClamp"); _waveLength_ID = Shader.PropertyToID("_WaveLength"); _waveSteepness_ID = Shader.PropertyToID("_WaveSteepness"); _waveSpeed_ID = Shader.PropertyToID("_WaveSpeed"); _waveDirection_ID = Shader.PropertyToID("_WaveDirection"); _edgeWaterColor_ID = Shader.PropertyToID("_EdgeWaterColor"); _edgeWaterDist_ID = Shader.PropertyToID("_EdgeWaterDist"); _grabID = Shader.PropertyToID ( "_EchoTemp"); m_foamBubblesTexture = Shader.PropertyToID ( "_FoamBubbles"); m_foamBubblesScale = Shader.PropertyToID ( "_FoamBubblesScale"); m_foamBubblesTiling = Shader.PropertyToID ( "_FoamBubblesTile"); m_foamStrength = Shader.PropertyToID ( "_FoamStrength"); m_foamBubblesStrength = Shader.PropertyToID ( "_FoamBubblesStrength"); m_foamEdge = Shader.PropertyToID ( "_FoamEdge"); m_foamMoveSpeed = Shader.PropertyToID ( "_FoamMoveSpeed"); m_blendSRC = Shader.PropertyToID ("_PW_SrcBlend"); m_blendDST = Shader.PropertyToID ("_PW_DstBlend"); //PW Global m_globalLightDirection = Shader.PropertyToID(("_PW_MainLightDir")); m_globalLightColor = Shader.PropertyToID(("_PW_MainLightColor")); m_globalLightIntensity = Shader.PropertyToID(("_PW_MainLightIntensity")); m_globalLightSpecColor = Shader.PropertyToID(("_PW_MainLightSpecular")); m_globalWind = Shader.PropertyToID(("_WaveDirection")); m_globalReflectionTexture = Shader.PropertyToID(("_ReflectionTex")); m_globalAmbientColor = Shader.PropertyToID(("_AmbientColor")); m_hdrpZTest = Shader.PropertyToID(("_ZTestTransparent")); //Unity Skybox m_unitySkyboxGroundColor = Shader.PropertyToID(("_GroundColor")); m_unitySkyboxAtmosphereThickness = Shader.PropertyToID(("_AtmosphereThickness")); m_unitySkyboxSunDisk = Shader.PropertyToID(("_SunDisk")); m_unitySkyboxSunSize = Shader.PropertyToID(("_SunSize")); m_unitySkyboxSunSizeConvergence = Shader.PropertyToID(("_SunSizeConvergence")); m_unitySkyboxTint = Shader.PropertyToID(("_SkyTint")); m_unitySkyboxTintHDRI = Shader.PropertyToID(("_Tint")); m_unitySkyboxCubemap = Shader.PropertyToID(("_Tex")); m_unitySkyboxExposure = Shader.PropertyToID(("_Exposure")); m_unitySkyboxRotation = Shader.PropertyToID(("_Rotation")); } } }