using UnityEngine; using UnityEngine.Rendering; namespace Echovoid.Runtime.Behavior.Rendering { public static class InternalShaderHelpers { public static Material GenerateTransientMaterial(string shaderName) { var shader = Shader.Find(shaderName); return CoreUtils.CreateEngineMaterial(shader); } public static class ID { // RGB Split Glitch public static readonly int _RGBSplitGlitchParams = Shader.PropertyToID("_RGBSplitGlitchParams"); public static readonly int _RGBSplitGlitchIntensity = Shader.PropertyToID("_RGBSplitGlitchIntensity"); // Radial Blur public static readonly int _RadialBlurParams = Shader.PropertyToID("_RadialBlurParams"); public static readonly int _BlurRadius = Shader.PropertyToID("_BlurRadius"); public static readonly int _RadialCenterX = Shader.PropertyToID("_RadialCenterX"); public static readonly int _RadialCenterY = Shader.PropertyToID("_RadialCenterY"); // Speed Lines public static readonly int _SpeedLinesColour = Shader.PropertyToID("_Colour"); public static readonly int _SpeedLinesTiling = Shader.PropertyToID("_SpeedLinesTiling"); public static readonly int _SpeedLinesRadialScale = Shader.PropertyToID("_SpeedLinesRadialScale"); public static readonly int _SpeedLinesPower = Shader.PropertyToID("_SpeedLinesPower"); public static readonly int _SpeedLinesRemap = Shader.PropertyToID("_SpeedLinesRemap"); public static readonly int _SpeedLinesAnimation = Shader.PropertyToID("_SpeedLinesAnimation"); public static readonly int _MaskScale = Shader.PropertyToID("_MaskScale"); public static readonly int _MaskHardness = Shader.PropertyToID("_MaskHardness"); public static readonly int _MaskPower = Shader.PropertyToID("_MaskPower"); // --- Strobe Flash --- public static readonly int _StrobeColorHigh = Shader.PropertyToID("_StrobeColorHigh"); public static readonly int _StrobeColorLow = Shader.PropertyToID("_StrobeColorLow"); public static readonly int _StrobeParams = Shader.PropertyToID("_StrobeParams"); public static readonly int _StrobeAdvParams = Shader.PropertyToID("_StrobeAdvParams"); public static readonly int _LuminanceWeights = Shader.PropertyToID("_LuminanceWeights"); // --- Sharpen --- public static readonly int _SharpnessParams = Shader.PropertyToID("_SharpnessParams"); // --- Advanced Chromatic Aberration --- public static readonly int _ACA_Params1 = Shader.PropertyToID("_ACA_Params1"); public static readonly int _ACA_Params2 = Shader.PropertyToID("_ACA_Params2"); public static readonly int _ACA_Split = Shader.PropertyToID("_ACA_Split"); public static readonly int _DispersionMap = Shader.PropertyToID("_DispersionMap"); // --- Advanced Vignette --- public static readonly int _ColorInner = Shader.PropertyToID("_ColorInner"); public static readonly int _ColorOuter = Shader.PropertyToID("_ColorOuter"); public static readonly int _VignetteParams1 = Shader.PropertyToID("_VignetteParams1"); public static readonly int _VignetteCenter = Shader.PropertyToID("_VignetteCenter"); // --- Anime Bloom --- public static readonly int _BloomParams = Shader.PropertyToID("_BloomParams"); public static readonly int _BloomTint = Shader.PropertyToID("_BloomTint"); public static readonly int _AnimeBloom_BlurRadius = Shader.PropertyToID("_BlurRadius"); public static readonly int _BloomTex = Shader.PropertyToID("_BloomTex"); // --- Anime ACES --- public static readonly int _TonemapParams = Shader.PropertyToID("_TonemapParams"); public static readonly int _ACESCoeffs = Shader.PropertyToID("_ACESCoeffs"); public static readonly int _ACES_E = Shader.PropertyToID("_ACES_E"); public static readonly int _ColorFilter = Shader.PropertyToID("_ColorFilter"); } } }