Merge pull request #100 from All-Of-Us-Mods/shader-improvement

Pass shader caching through helper method
This commit is contained in:
AS authored and GitHub committed 2026-08-13 23:43:50 -04:00
commit 535967475d
1 file changed
+38 -38
+38 -38
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@@ -24,80 +24,80 @@ public static class ShaderID
} }
// For player shader // For player shader
public static readonly int BodyColor = Shader.PropertyToID("_BodyColor"); public static readonly int BodyColor = Get("_BodyColor");
public static readonly int BackColor = Shader.PropertyToID("_BackColor"); public static readonly int BackColor = Get("_BackColor");
public static readonly int VisorColor = Shader.PropertyToID("_VisorColor"); public static readonly int VisorColor = Get("_VisorColor");
// Main texture, very obviously used in any shader with a texture // 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 // Any masking stuff, like MeetingHud bubbles
public static readonly int Mask = Shader.PropertyToID("_Mask"); public static readonly int Mask = Get("_Mask");
public static readonly int MaskComp = Shader.PropertyToID("_MaskComp"); public static readonly int MaskComp = Get("_MaskComp");
public static readonly int MaskLayer = Shader.PropertyToID("_MaskLayer"); public static readonly int MaskLayer = Get("_MaskLayer");
public static readonly int Stencil = Shader.PropertyToID("_Stencil"); public static readonly int Stencil = Get("_Stencil");
public static readonly int StencilComp = Shader.PropertyToID("_StencilComp"); public static readonly int StencilComp = Get("_StencilComp");
// Used in many tasks // 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 // 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 // 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 // Used in many consoles
public static readonly int Outline = Shader.PropertyToID("_Outline"); public static readonly int Outline = Get("_Outline");
public static readonly int OutlineColor = Shader.PropertyToID("_OutlineColor"); public static readonly int OutlineColor = Get("_OutlineColor");
// Used in some consoles // 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 // Has some uses in various locations
public static readonly int Percent = Shader.PropertyToID("_Percent"); public static readonly int Percent = Get("_Percent");
public static readonly int PercentY = Shader.PropertyToID("_PercentY"); public static readonly int PercentY = Get("_PercentY");
public static readonly int Desat = Shader.PropertyToID("_Desat"); public static readonly int Desat = Get("_Desat");
// Used in LightSource // Used in LightSource
public static readonly int PlayerRadius = Shader.PropertyToID("_PlayerRadius"); public static readonly int PlayerRadius = Get("_PlayerRadius");
public static readonly int LightRadius = Shader.PropertyToID("_LightRadius"); public static readonly int LightRadius = Get("_LightRadius");
public static readonly int LightOffset = Shader.PropertyToID("_LightOffset"); public static readonly int LightOffset = Get("_LightOffset");
public static readonly int FlashlightSize = Shader.PropertyToID("_FlashlightSize"); public static readonly int FlashlightSize = Get("_FlashlightSize");
public static readonly int FlashlightAngle = Shader.PropertyToID("_FlashlightAngle"); public static readonly int FlashlightAngle = Get("_FlashlightAngle");
// Used once for LightSourceGpuRenderer // Used once for LightSourceGpuRenderer
public static readonly int DepthCompressionValue = Shader.PropertyToID("_DepthCompressionValue"); public static readonly int DepthCompressionValue = Get("_DepthCompressionValue");
// Used in ProgressTracker // Used in ProgressTracker
public static readonly int Buckets = Shader.PropertyToID("_Buckets"); public static readonly int Buckets = Get("_Buckets");
public static readonly int FullBuckets = Shader.PropertyToID("_FullBuckets"); public static readonly int FullBuckets = Get("_FullBuckets");
// Used once in IntroCutscene and EndGameManager // 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 // Used only once for Quick Chat
public static readonly int FaceColor = Shader.PropertyToID("_FaceColor"); public static readonly int FaceColor = Get("_FaceColor");
// Used for NavigationMinigame // Used for NavigationMinigame
public static readonly int CrossHair = Shader.PropertyToID("_CrossHair"); public static readonly int CrossHair = Get("_CrossHair");
public static readonly int CrossColor = Shader.PropertyToID("_CrossColor"); public static readonly int CrossColor = Get("_CrossColor");
// Used for both SurveillanceMinigame (Planet and Normal) // Used for both SurveillanceMinigame (Planet and Normal)
public static readonly int Center = Shader.PropertyToID("_Center"); public static readonly int Center = Get("_Center");
public static readonly int Color2 = Shader.PropertyToID("_Color2"); public static readonly int Color2 = Get("_Color2");
// Used in ReactorShipRoom // Used in ReactorShipRoom
public static readonly int Speed = Shader.PropertyToID("_Speed"); public static readonly int Speed = Get("_Speed");
// Used only once in CourseMinigame // Used only once in CourseMinigame
public static readonly int AltTex = Shader.PropertyToID("_AltTex"); public static readonly int AltTex = Get("_AltTex");
public static readonly int Perc = Shader.PropertyToID("_Perc"); public static readonly int Perc = Get("_Perc");
// Used once in TextMarquee // Used once in TextMarquee
public static readonly int VertexOffsetX = Shader.PropertyToID("_VertexOffsetX"); public static readonly int VertexOffsetX = Get("_VertexOffsetX");
public static readonly int VertexOffsetY = Shader.PropertyToID("_VertexOffsetY"); public static readonly int VertexOffsetY = Get("_VertexOffsetY");
// Used in VertLineBehaviour // Used in VertLineBehaviour
public static readonly int Fade = Shader.PropertyToID("_Fade"); public static readonly int Fade = Get("_Fade");
} }