diff --git a/MiraAPI/Utilities/ShaderID.cs b/MiraAPI/Utilities/ShaderID.cs index 3ef92e6..3f2855a 100644 --- a/MiraAPI/Utilities/ShaderID.cs +++ b/MiraAPI/Utilities/ShaderID.cs @@ -24,80 +24,80 @@ public static class ShaderID } // For player shader - public static readonly int BodyColor = Shader.PropertyToID("_BodyColor"); - public static readonly int BackColor = Shader.PropertyToID("_BackColor"); - public static readonly int VisorColor = Shader.PropertyToID("_VisorColor"); + public static readonly int BodyColor = Get("_BodyColor"); + public static readonly int BackColor = Get("_BackColor"); + public static readonly int VisorColor = Get("_VisorColor"); // Main texture, very obviously used in any shader with a texture - public static readonly int MainTex = Shader.PropertyToID("_MainTex"); + public static readonly int MainTex = Get("_MainTex"); // Any masking stuff, like MeetingHud bubbles - public static readonly int Mask = Shader.PropertyToID("_Mask"); - public static readonly int MaskComp = Shader.PropertyToID("_MaskComp"); - public static readonly int MaskLayer = Shader.PropertyToID("_MaskLayer"); - public static readonly int Stencil = Shader.PropertyToID("_Stencil"); - public static readonly int StencilComp = Shader.PropertyToID("_StencilComp"); + public static readonly int Mask = Get("_Mask"); + public static readonly int MaskComp = Get("_MaskComp"); + public static readonly int MaskLayer = Get("_MaskLayer"); + public static readonly int Stencil = Get("_Stencil"); + public static readonly int StencilComp = Get("_StencilComp"); // Used in many tasks - public static readonly int Color = Shader.PropertyToID("_Color"); + public static readonly int Color = Get("_Color"); // Has 2 uses in the game, provided for convenience - public static readonly int Opacity = Shader.PropertyToID("_Opacity"); + public static readonly int Opacity = Get("_Opacity"); // Used once in CooldownHelpers, once in PowerBarMining - public static readonly int NormalizedUvs = Shader.PropertyToID("_NormalizedUvs"); + public static readonly int NormalizedUvs = Get("_NormalizedUvs"); // Used in many consoles - public static readonly int Outline = Shader.PropertyToID("_Outline"); - public static readonly int OutlineColor = Shader.PropertyToID("_OutlineColor"); + public static readonly int Outline = Get("_Outline"); + public static readonly int OutlineColor = Get("_OutlineColor"); // Used in some consoles - public static readonly int AddColor = Shader.PropertyToID("_AddColor"); + public static readonly int AddColor = Get("_AddColor"); // Has some uses in various locations - public static readonly int Percent = Shader.PropertyToID("_Percent"); - public static readonly int PercentY = Shader.PropertyToID("_PercentY"); - public static readonly int Desat = Shader.PropertyToID("_Desat"); + public static readonly int Percent = Get("_Percent"); + public static readonly int PercentY = Get("_PercentY"); + public static readonly int Desat = Get("_Desat"); // Used in LightSource - public static readonly int PlayerRadius = Shader.PropertyToID("_PlayerRadius"); - public static readonly int LightRadius = Shader.PropertyToID("_LightRadius"); - public static readonly int LightOffset = Shader.PropertyToID("_LightOffset"); - public static readonly int FlashlightSize = Shader.PropertyToID("_FlashlightSize"); - public static readonly int FlashlightAngle = Shader.PropertyToID("_FlashlightAngle"); + public static readonly int PlayerRadius = Get("_PlayerRadius"); + public static readonly int LightRadius = Get("_LightRadius"); + public static readonly int LightOffset = Get("_LightOffset"); + public static readonly int FlashlightSize = Get("_FlashlightSize"); + public static readonly int FlashlightAngle = Get("_FlashlightAngle"); // Used once for LightSourceGpuRenderer - public static readonly int DepthCompressionValue = Shader.PropertyToID("_DepthCompressionValue"); + public static readonly int DepthCompressionValue = Get("_DepthCompressionValue"); // Used in ProgressTracker - public static readonly int Buckets = Shader.PropertyToID("_Buckets"); - public static readonly int FullBuckets = Shader.PropertyToID("_FullBuckets"); + public static readonly int Buckets = Get("_Buckets"); + public static readonly int FullBuckets = Get("_FullBuckets"); // Used once in IntroCutscene and EndGameManager - public static readonly int Rad = Shader.PropertyToID("_Rad"); + public static readonly int Rad = Get("_Rad"); // Used only once for Quick Chat - public static readonly int FaceColor = Shader.PropertyToID("_FaceColor"); + public static readonly int FaceColor = Get("_FaceColor"); // Used for NavigationMinigame - public static readonly int CrossHair = Shader.PropertyToID("_CrossHair"); - public static readonly int CrossColor = Shader.PropertyToID("_CrossColor"); + public static readonly int CrossHair = Get("_CrossHair"); + public static readonly int CrossColor = Get("_CrossColor"); // Used for both SurveillanceMinigame (Planet and Normal) - public static readonly int Center = Shader.PropertyToID("_Center"); - public static readonly int Color2 = Shader.PropertyToID("_Color2"); + public static readonly int Center = Get("_Center"); + public static readonly int Color2 = Get("_Color2"); // Used in ReactorShipRoom - public static readonly int Speed = Shader.PropertyToID("_Speed"); + public static readonly int Speed = Get("_Speed"); // Used only once in CourseMinigame - public static readonly int AltTex = Shader.PropertyToID("_AltTex"); - public static readonly int Perc = Shader.PropertyToID("_Perc"); + public static readonly int AltTex = Get("_AltTex"); + public static readonly int Perc = Get("_Perc"); // Used once in TextMarquee - public static readonly int VertexOffsetX = Shader.PropertyToID("_VertexOffsetX"); - public static readonly int VertexOffsetY = Shader.PropertyToID("_VertexOffsetY"); + public static readonly int VertexOffsetX = Get("_VertexOffsetX"); + public static readonly int VertexOffsetY = Get("_VertexOffsetY"); // Used in VertLineBehaviour - public static readonly int Fade = Shader.PropertyToID("_Fade"); + public static readonly int Fade = Get("_Fade"); }