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