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shader ID update
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@@ -51,8 +51,8 @@ public static class GameOptionsMenuPatch
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foreach (TextMeshPro textMeshPro in newOpt.GetComponentsInChildren<TextMeshPro>(true))
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{
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if (group.GroupColor != Color.clear) textMeshPro.color = group.GroupColor.DarkenColor();
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textMeshPro.fontMaterial.SetFloat(ShaderID._StencilComp, 3f);
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textMeshPro.fontMaterial.SetFloat(ShaderID._Stencil, 20);
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textMeshPro.fontMaterial.SetFloat(ShaderID.StencilComp, 3f);
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textMeshPro.fontMaterial.SetFloat(ShaderID.Stencil, 20);
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}
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__instance.Children.Add(newOpt);
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@@ -83,8 +83,8 @@ public static class GameOptionsMenuPatch
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}
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foreach (TextMeshPro textMeshPro in newOpt.GetComponentsInChildren<TextMeshPro>(true))
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{
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textMeshPro.fontMaterial.SetFloat(ShaderID._StencilComp, 3f);
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textMeshPro.fontMaterial.SetFloat(ShaderID._Stencil, 20);
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textMeshPro.fontMaterial.SetFloat(ShaderID.StencilComp, 3f);
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textMeshPro.fontMaterial.SetFloat(ShaderID.Stencil, 20);
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}
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__instance.Children.Add(newOpt);
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@@ -145,8 +145,8 @@ public static class RoleSettingMenuPatches
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}
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foreach (TextMeshPro textMeshPro in newOpt.GetComponentsInChildren<TextMeshPro>(true))
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{
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textMeshPro.fontMaterial.SetFloat(ShaderID._StencilComp, 3f);
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textMeshPro.fontMaterial.SetFloat(ShaderID._Stencil, 20);
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textMeshPro.fontMaterial.SetFloat(ShaderID.StencilComp, 3f);
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textMeshPro.fontMaterial.SetFloat(ShaderID.Stencil, 20);
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}
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newOpt.LabelBackground.enabled = false;
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@@ -5,96 +5,96 @@ namespace MiraAPI.Utilities;
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public static class ShaderID
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{
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private static readonly Dictionary<string, int> _cache = new();
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private static readonly Dictionary<string, int> Cache = new();
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public static int Get(string name)
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{
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if (_cache.TryGetValue(name, out var id))
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if (Cache.TryGetValue(name, out var id))
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{
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return id;
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}
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id = Shader.PropertyToID(name);
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_cache[name] = id;
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Cache[name] = id;
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return id;
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}
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// For player shader
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public static readonly int _BodyColor = Shader.PropertyToID("_BodyColor");
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public static readonly int _BackColor = Shader.PropertyToID("_BackColor");
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public static readonly int _VisorColor = Shader.PropertyToID("_VisorColor");
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public static readonly int BodyColor = Shader.PropertyToID("_BodyColor");
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public static readonly int BackColor = Shader.PropertyToID("_BackColor");
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public static readonly int VisorColor = Shader.PropertyToID("_VisorColor");
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// Main texture, very obviously used in any shader with a texture
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public static readonly int _MainTex = Shader.PropertyToID("_MainTex");
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public static readonly int MainTex = Shader.PropertyToID("_MainTex");
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// Any masking stuff, like MeetingHud bubbles
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public static readonly int _Mask = Shader.PropertyToID("_Mask");
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public static readonly int _MaskComp = Shader.PropertyToID("_MaskComp");
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public static readonly int _MaskLayer = Shader.PropertyToID("_MaskLayer");
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public static readonly int _Stencil = Shader.PropertyToID("_Stencil");
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public static readonly int _StencilComp = Shader.PropertyToID("_StencilComp");
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public static readonly int Mask = Shader.PropertyToID("_Mask");
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public static readonly int MaskComp = Shader.PropertyToID("_MaskComp");
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public static readonly int MaskLayer = Shader.PropertyToID("_MaskLayer");
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public static readonly int Stencil = Shader.PropertyToID("_Stencil");
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public static readonly int StencilComp = Shader.PropertyToID("_StencilComp");
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// Used in many tasks
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public static readonly int _Color = Shader.PropertyToID("_Color");
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public static readonly int Color = Shader.PropertyToID("_Color");
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// Has 2 uses in the game, provided for convenience
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public static readonly int _Opacity = Shader.PropertyToID("_Opacity");
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public static readonly int Opacity = Shader.PropertyToID("_Opacity");
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// Used once in CooldownHelpers, once in PowerBarMining
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public static readonly int _NormalizedUvs = Shader.PropertyToID("_NormalizedUvs");
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public static readonly int NormalizedUvs = Shader.PropertyToID("_NormalizedUvs");
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// Used in many consoles
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public static readonly int _Outline = Shader.PropertyToID("_Outline");
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public static readonly int _OutlineColor = Shader.PropertyToID("_OutlineColor");
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public static readonly int Outline = Shader.PropertyToID("_Outline");
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public static readonly int OutlineColor = Shader.PropertyToID("_OutlineColor");
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// Used in some consoles
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public static readonly int _AddColor = Shader.PropertyToID("_AddColor");
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public static readonly int AddColor = Shader.PropertyToID("_AddColor");
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// Has some uses in various locations
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public static readonly int _Percent = Shader.PropertyToID("_Percent");
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public static readonly int _PercentY = Shader.PropertyToID("_PercentY");
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public static readonly int _Desat = Shader.PropertyToID("_Desat");
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public static readonly int Percent = Shader.PropertyToID("_Percent");
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public static readonly int PercentY = Shader.PropertyToID("_PercentY");
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public static readonly int Desat = Shader.PropertyToID("_Desat");
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// Used in LightSource
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public static readonly int _PlayerRadius = Shader.PropertyToID("_PlayerRadius");
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public static readonly int _LightRadius = Shader.PropertyToID("_LightRadius");
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public static readonly int _LightOffset = Shader.PropertyToID("_LightOffset");
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public static readonly int _FlashlightSize = Shader.PropertyToID("_FlashlightSize");
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public static readonly int _FlashlightAngle = Shader.PropertyToID("_FlashlightAngle");
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public static readonly int PlayerRadius = Shader.PropertyToID("_PlayerRadius");
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public static readonly int LightRadius = Shader.PropertyToID("_LightRadius");
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public static readonly int LightOffset = Shader.PropertyToID("_LightOffset");
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public static readonly int FlashlightSize = Shader.PropertyToID("_FlashlightSize");
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public static readonly int FlashlightAngle = Shader.PropertyToID("_FlashlightAngle");
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// Used once for LightSourceGpuRenderer
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public static readonly int _DepthCompressionValue = Shader.PropertyToID("_DepthCompressionValue");
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public static readonly int DepthCompressionValue = Shader.PropertyToID("_DepthCompressionValue");
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// Used in ProgressTracker
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public static readonly int _Buckets = Shader.PropertyToID("_Buckets");
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public static readonly int _FullBuckets = Shader.PropertyToID("_FullBuckets");
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public static readonly int Buckets = Shader.PropertyToID("_Buckets");
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public static readonly int FullBuckets = Shader.PropertyToID("_FullBuckets");
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// Used once in IntroCutscene and EndGameManager
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public static readonly int _Rad = Shader.PropertyToID("_Rad");
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public static readonly int Rad = Shader.PropertyToID("_Rad");
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// Used only once for Quick Chat
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public static readonly int _FaceColor = Shader.PropertyToID("_FaceColor");
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public static readonly int FaceColor = Shader.PropertyToID("_FaceColor");
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// Used for NavigationMinigame
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public static readonly int _CrossHair = Shader.PropertyToID("_CrossHair");
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public static readonly int _CrossColor = Shader.PropertyToID("_CrossColor");
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public static readonly int CrossHair = Shader.PropertyToID("_CrossHair");
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public static readonly int CrossColor = Shader.PropertyToID("_CrossColor");
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// Used for both SurveillanceMinigame (Planet and Normal)
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public static readonly int _Center = Shader.PropertyToID("_Center");
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public static readonly int _Color2 = Shader.PropertyToID("_Color2");
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public static readonly int Center = Shader.PropertyToID("_Center");
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public static readonly int Color2 = Shader.PropertyToID("_Color2");
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// Used in ReactorShipRoom
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public static readonly int _Speed = Shader.PropertyToID("_Speed");
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public static readonly int Speed = Shader.PropertyToID("_Speed");
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// Used only once in CourseMinigame
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public static readonly int _AltTex = Shader.PropertyToID("_AltTex");
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public static readonly int _Perc = Shader.PropertyToID("_Perc");
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public static readonly int AltTex = Shader.PropertyToID("_AltTex");
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public static readonly int Perc = Shader.PropertyToID("_Perc");
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// Used once in TextMarquee
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public static readonly int _VertexOffsetX = Shader.PropertyToID("_VertexOffsetX");
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public static readonly int _VertexOffsetY = Shader.PropertyToID("_VertexOffsetY");
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public static readonly int VertexOffsetX = Shader.PropertyToID("_VertexOffsetX");
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public static readonly int VertexOffsetY = Shader.PropertyToID("_VertexOffsetY");
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// Used in VertLineBehaviour
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public static readonly int _Fade = Shader.PropertyToID("_Fade");
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public static readonly int Fade = Shader.PropertyToID("_Fade");
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}
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