Files
2026-03-04 10:03:45 +08:00

317 lines
13 KiB
C#

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");
}
}
}
}