using UnityEngine; namespace CTS { public static class CTSShaderID { public static readonly int Texture_Array_Albedo; public static readonly int Texture_Array_Normal; public static readonly int Texture_Splat_1; public static readonly int Texture_Splat_2; public static readonly int Texture_Splat_3; public static readonly int Texture_Splat_4; public static readonly int UV_Mix_Power; public static readonly int UV_Mix_Start_Distance; public static readonly int Perlin_Normal_Tiling_Close; public static readonly int Perlin_Normal_Tiling_Far; public static readonly int Perlin_Normal_Power; public static readonly int Perlin_Normal_Power_Close; public static readonly int Terrain_Smoothness; public static readonly int Terrain_Specular; public static readonly int TessValue; public static readonly int TessMin; public static readonly int TessMax; public static readonly int TessPhongStrength; public static readonly int TessDistance; public static readonly int Ambient_Occlusion_Type; public static readonly int Remove_Vert_Height; public static readonly int Texture_Additional_Masks; public static readonly int Use_AO; public static readonly int Use_AO_Texture; public static readonly int Ambient_Occlusion_Power; public static readonly int Texture_Perlin_Normal_Index; public static readonly int Global_Normalmap_Power; public static readonly int Global_Normal_Map; public static readonly int Global_Color_Map_Far_Power; public static readonly int Global_Color_Map_Close_Power; public static readonly int Global_Color_Opacity_Power; public static readonly int Global_Color_Map; public static readonly int Geological_Map_Offset_Close; public static readonly int Geological_Map_Close_Power; public static readonly int Geological_Tiling_Close; public static readonly int Geological_Map_Offset_Far; public static readonly int Geological_Map_Far_Power; public static readonly int Geological_Tiling_Far; public static readonly int Texture_Geological_Map; public static readonly int Texture_Snow_Index; public static readonly int Texture_Snow_Normal_Index; public static readonly int Texture_Snow_H_AO_Index; public static readonly int Snow_Amount; public static readonly int Snow_Maximum_Angle; public static readonly int Snow_Maximum_Angle_Hardness; public static readonly int Snow_Min_Height; public static readonly int Snow_Min_Height_Blending; public static readonly int Snow_Noise_Power; public static readonly int Snow_Noise_Tiling; public static readonly int Snow_Normal_Scale; public static readonly int Snow_Perlin_Power; public static readonly int Snow_Tiling; public static readonly int Snow_Tiling_Far_Multiplier; public static readonly int Snow_Brightness; public static readonly int Snow_Blend_Normal; public static readonly int Snow_Smoothness; public static readonly int Snow_Specular; public static readonly int Snow_Heightblend_Close; public static readonly int Snow_Heightblend_Far; public static readonly int Snow_Height_Contrast; public static readonly int Snow_Heightmap_Depth; public static readonly int Snow_Heightmap_MinHeight; public static readonly int Snow_Heightmap_MaxHeight; public static readonly int Snow_Ambient_Occlusion_Power; public static readonly int Snow_Tesselation_Depth; public static readonly int Snow_Color; public static readonly int Texture_Snow_Average; public static readonly int Texture_Glitter; public static readonly int Glitter_Color_Power; public static readonly int Glitter_Noise_Threshold; public static readonly int Glitter_Specular; public static readonly int Glitter_Smoothness; public static readonly int Glitter_Refreshing_Speed; public static readonly int Glitter_Tiling; public static readonly int[] Texture_X_Albedo_Index; public static readonly int[] Texture_X_Normal_Index; public static readonly int[] Texture_X_H_AO_Index; public static readonly int[] Texture_X_Tiling; public static readonly int[] Texture_X_Far_Multiplier; public static readonly int[] Texture_X_Perlin_Power; public static readonly int[] Texture_X_Snow_Reduction; public static readonly int[] Texture_X_Geological_Power; public static readonly int[] Texture_X_Heightmap_Depth; public static readonly int[] Texture_X_Height_Contrast; public static readonly int[] Texture_X_Heightblend_Close; public static readonly int[] Texture_X_Heightblend_Far; public static readonly int[] Texture_X_Tesselation_Depth; public static readonly int[] Texture_X_Heightmap_MinHeight; public static readonly int[] Texture_X_Heightmap_MaxHeight; public static readonly int[] Texture_X_AO_Power; public static readonly int[] Texture_X_Normal_Power; public static readonly int[] Texture_X_Triplanar; public static readonly int[] Texture_X_Average; public static readonly int[] Texture_X_Color; static CTSShaderID() { Texture_Array_Albedo = Shader.PropertyToID("_Texture_Array_Albedo"); Texture_Array_Normal = Shader.PropertyToID("_Texture_Array_Normal"); Texture_Splat_1 = Shader.PropertyToID("_Texture_Splat_1"); Texture_Splat_2 = Shader.PropertyToID("_Texture_Splat_2"); Texture_Splat_3 = Shader.PropertyToID("_Texture_Splat_3"); Texture_Splat_4 = Shader.PropertyToID("_Texture_Splat_4"); UV_Mix_Power = Shader.PropertyToID("_UV_Mix_Power"); UV_Mix_Start_Distance = Shader.PropertyToID("_UV_Mix_Start_Distance"); Perlin_Normal_Tiling_Close = Shader.PropertyToID("_Perlin_Normal_Tiling_Close"); Perlin_Normal_Tiling_Far = Shader.PropertyToID("_Perlin_Normal_Tiling_Far"); Perlin_Normal_Power = Shader.PropertyToID("_Perlin_Normal_Power"); Perlin_Normal_Power_Close = Shader.PropertyToID("_Perlin_Normal_Power_Close"); Terrain_Smoothness = Shader.PropertyToID("_Terrain_Smoothness"); Terrain_Specular = Shader.PropertyToID("_Terrain_Specular"); TessValue = Shader.PropertyToID("_TessValue"); TessMin = Shader.PropertyToID("_TessMin"); TessMax = Shader.PropertyToID("_TessMax"); TessPhongStrength = Shader.PropertyToID("_TessPhongStrength"); TessDistance = Shader.PropertyToID("_TessDistance"); Ambient_Occlusion_Type = Shader.PropertyToID("_Ambient_Occlusion_Type"); Remove_Vert_Height = Shader.PropertyToID("_Remove_Vert_Height"); Texture_Additional_Masks = Shader.PropertyToID("_Texture_Additional_Masks"); Use_AO = Shader.PropertyToID("_Use_AO"); Use_AO_Texture = Shader.PropertyToID("_Use_AO_Texture"); Ambient_Occlusion_Power = Shader.PropertyToID("_Ambient_Occlusion_Power"); Texture_Perlin_Normal_Index = Shader.PropertyToID("_Texture_Perlin_Normal_Index"); Global_Normalmap_Power = Shader.PropertyToID("_Global_Normalmap_Power"); Global_Normal_Map = Shader.PropertyToID("_Global_Normal_Map"); Global_Color_Map_Far_Power = Shader.PropertyToID("_Global_Color_Map_Far_Power"); Global_Color_Map_Close_Power = Shader.PropertyToID("_Global_Color_Map_Close_Power"); Global_Color_Opacity_Power = Shader.PropertyToID("_Global_Color_Opacity_Power"); Global_Color_Map = Shader.PropertyToID("_Global_Color_Map"); Geological_Map_Offset_Close = Shader.PropertyToID("_Geological_Map_Offset_Close"); Geological_Map_Close_Power = Shader.PropertyToID("_Geological_Map_Close_Power"); Geological_Tiling_Close = Shader.PropertyToID("_Geological_Tiling_Close"); Geological_Map_Offset_Far = Shader.PropertyToID("_Geological_Map_Offset_Far"); Geological_Map_Far_Power = Shader.PropertyToID("_Geological_Map_Far_Power"); Geological_Tiling_Far = Shader.PropertyToID("_Geological_Tiling_Far"); Texture_Geological_Map = Shader.PropertyToID("_Texture_Geological_Map"); Texture_Snow_Index = Shader.PropertyToID("_Texture_Snow_Index"); Texture_Snow_Normal_Index = Shader.PropertyToID("_Texture_Snow_Normal_Index"); Texture_Snow_H_AO_Index = Shader.PropertyToID("_Texture_Snow_H_AO_Index"); Snow_Amount = Shader.PropertyToID("_Snow_Amount"); Snow_Maximum_Angle = Shader.PropertyToID("_Snow_Maximum_Angle"); Snow_Maximum_Angle_Hardness = Shader.PropertyToID("_Snow_Maximum_Angle_Hardness"); Snow_Min_Height = Shader.PropertyToID("_Snow_Min_Height"); Snow_Min_Height_Blending = Shader.PropertyToID("_Snow_Min_Height_Blending"); Snow_Noise_Power = Shader.PropertyToID("_Snow_Noise_Power"); Snow_Noise_Tiling = Shader.PropertyToID("_Snow_Noise_Tiling"); Snow_Normal_Scale = Shader.PropertyToID("_Snow_Normal_Scale"); Snow_Perlin_Power = Shader.PropertyToID("_Snow_Perlin_Power"); Snow_Tiling = Shader.PropertyToID("_Snow_Tiling"); Snow_Tiling_Far_Multiplier = Shader.PropertyToID("_Snow_Tiling_Far_Multiplier"); Snow_Brightness = Shader.PropertyToID("_Snow_Brightness"); Snow_Blend_Normal = Shader.PropertyToID("_Snow_Blend_Normal"); Snow_Smoothness = Shader.PropertyToID("_Snow_Smoothness"); Snow_Specular = Shader.PropertyToID("_Snow_Specular"); Snow_Heightblend_Close = Shader.PropertyToID("_Snow_Heightblend_Close"); Snow_Heightblend_Far = Shader.PropertyToID("_Snow_Heightblend_Far"); Snow_Height_Contrast = Shader.PropertyToID("_Snow_Height_Contrast"); Snow_Heightmap_Depth = Shader.PropertyToID("_Snow_Heightmap_Depth"); Snow_Heightmap_MinHeight = Shader.PropertyToID("_Snow_Heightmap_MinHeight"); Snow_Heightmap_MaxHeight = Shader.PropertyToID("_Snow_Heightmap_MaxHeight"); Snow_Ambient_Occlusion_Power = Shader.PropertyToID("_Snow_Ambient_Occlusion_Power"); Snow_Tesselation_Depth = Shader.PropertyToID("_Snow_Tesselation_Depth"); Snow_Color = Shader.PropertyToID("_Snow_Color"); Texture_Snow_Average = Shader.PropertyToID("_Texture_Snow_Average"); Texture_Glitter = Shader.PropertyToID("_Texture_Glitter"); Glitter_Color_Power = Shader.PropertyToID("_Gliter_Color_Power"); Glitter_Noise_Threshold = Shader.PropertyToID("_Glitter_Noise_Treshold"); Glitter_Specular = Shader.PropertyToID("_Glitter_Specular"); Glitter_Smoothness = Shader.PropertyToID("_Glitter_Smoothness"); Glitter_Refreshing_Speed = Shader.PropertyToID("_Glitter_Refreshing_Speed"); Glitter_Tiling = Shader.PropertyToID("_Glitter_Tiling"); Texture_X_Albedo_Index = new int[16]; Texture_X_Normal_Index = new int[16]; Texture_X_H_AO_Index = new int[16]; Texture_X_Tiling = new int[16]; Texture_X_Far_Multiplier = new int[16]; Texture_X_Perlin_Power = new int[16]; Texture_X_Snow_Reduction = new int[16]; Texture_X_Geological_Power = new int[16]; Texture_X_Heightmap_Depth = new int[16]; Texture_X_Height_Contrast = new int[16]; Texture_X_Heightblend_Close = new int[16]; Texture_X_Heightblend_Far = new int[16]; Texture_X_Tesselation_Depth = new int[16]; Texture_X_Heightmap_MinHeight = new int[16]; Texture_X_Heightmap_MaxHeight = new int[16]; Texture_X_AO_Power = new int[16]; Texture_X_Normal_Power = new int[16]; Texture_X_Triplanar = new int[16]; Texture_X_Average = new int[16]; Texture_X_Color = new int[16]; for (int i = 1; i <= 16; i++) { Texture_X_Albedo_Index[i - 1] = Shader.PropertyToID($"_Texture_{i}_Albedo_Index"); Texture_X_Normal_Index[i - 1] = Shader.PropertyToID($"_Texture_{i}_Normal_Index"); Texture_X_H_AO_Index[i - 1] = Shader.PropertyToID($"_Texture_{i}_H_AO_Index"); Texture_X_Tiling[i - 1] = Shader.PropertyToID($"_Texture_{i}_Tiling"); Texture_X_Far_Multiplier[i - 1] = Shader.PropertyToID($"_Texture_{i}_Far_Multiplier"); Texture_X_Perlin_Power[i - 1] = Shader.PropertyToID($"_Texture_{i}_Perlin_Power"); Texture_X_Snow_Reduction[i - 1] = Shader.PropertyToID($"_Texture_{i}_Snow_Reduction"); Texture_X_Geological_Power[i - 1] = Shader.PropertyToID($"_Texture_{i}_Geological_Power"); Texture_X_Heightmap_Depth[i - 1] = Shader.PropertyToID($"_Texture_{i}_Heightmap_Depth"); Texture_X_Height_Contrast[i - 1] = Shader.PropertyToID($"_Texture_{i}_Height_Contrast"); Texture_X_Heightblend_Close[i - 1] = Shader.PropertyToID($"_Texture_{i}_Heightblend_Close"); Texture_X_Heightblend_Far[i - 1] = Shader.PropertyToID($"_Texture_{i}_Heightblend_Far"); Texture_X_Tesselation_Depth[i - 1] = Shader.PropertyToID($"_Texture_{i}_Tesselation_Depth"); Texture_X_Heightmap_MinHeight[i - 1] = Shader.PropertyToID($"_Texture_{i}_Heightmap_MinHeight"); Texture_X_Heightmap_MaxHeight[i - 1] = Shader.PropertyToID($"_Texture_{i}_Heightmap_MaxHeight"); Texture_X_AO_Power[i - 1] = Shader.PropertyToID($"_Texture_{i}_AO_Power"); Texture_X_Normal_Power[i - 1] = Shader.PropertyToID($"_Texture_{i}_Normal_Power"); Texture_X_Triplanar[i - 1] = Shader.PropertyToID($"_Texture_{i}_Triplanar"); Texture_X_Average[i - 1] = Shader.PropertyToID($"_Texture_{i}_Average"); Texture_X_Color[i - 1] = Shader.PropertyToID($"_Texture_{i}_Color"); } } } }