Files
2024-11-20 15:21:28 +01:00

213 lines
12 KiB
C#

using UnityEngine;
namespace Gaia
{
/// <summary>
/// Contains all the shader ID's for all shaders needed for weather and water
/// </summary>
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"));
}
}
}