diff options
author | chai <chaifix@163.com> | 2021-01-25 14:28:30 +0800 |
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committer | chai <chaifix@163.com> | 2021-01-25 14:28:30 +0800 |
commit | 6eb915c129fc90c6f4c82ae097dd6ffad5239efc (patch) | |
tree | 7dd2be50edf41f36b60fac84696e731c13afe617 /Client/Assets/Scripts/XUtliPoolLib/ShaderManager.cs |
+scripts
Diffstat (limited to 'Client/Assets/Scripts/XUtliPoolLib/ShaderManager.cs')
-rw-r--r-- | Client/Assets/Scripts/XUtliPoolLib/ShaderManager.cs | 316 |
1 files changed, 316 insertions, 0 deletions
diff --git a/Client/Assets/Scripts/XUtliPoolLib/ShaderManager.cs b/Client/Assets/Scripts/XUtliPoolLib/ShaderManager.cs new file mode 100644 index 00000000..17853dc0 --- /dev/null +++ b/Client/Assets/Scripts/XUtliPoolLib/ShaderManager.cs @@ -0,0 +1,316 @@ +using System;
+using System.IO;
+using UnityEngine;
+
+namespace XUtliPoolLib
+{
+ public sealed class ShaderManager : XSingleton<ShaderManager>
+ {
+ public static Shader _skin_effect
+ {
+ get
+ {
+ bool flag = ShaderManager.m_skin_effect == null;
+ if (flag)
+ {
+ ShaderManager.m_skin_effect = XSingleton<ShaderManager>.singleton.FindShader("Skin-Effect", "Custom/Skin/Effect");
+ }
+ return ShaderManager.m_skin_effect;
+ }
+ }
+
+ public static Shader _skin8
+ {
+ get
+ {
+ bool flag = ShaderManager.m_skin8 == null;
+ if (flag)
+ {
+ ShaderManager.m_skin8 = XSingleton<ShaderManager>.singleton.FindShader("Skin-RimLightBlend8", "Custom/Skin/RimlightBlend8");
+ }
+ return ShaderManager.m_skin8;
+ }
+ }
+
+ public static Shader _skin_blend
+ {
+ get
+ {
+ bool flag = ShaderManager.m_skin_blend == null;
+ if (flag)
+ {
+ ShaderManager.m_skin_blend = XSingleton<ShaderManager>.singleton.FindShader("Skin-RimLightBlend", "Custom/Skin/RimlightBlend");
+ }
+ return ShaderManager.m_skin_blend;
+ }
+ }
+
+ public static Shader _skin_cutout
+ {
+ get
+ {
+ bool flag = ShaderManager.m_skin_cutout == null;
+ if (flag)
+ {
+ ShaderManager.m_skin_cutout = XSingleton<ShaderManager>.singleton.FindShader("Skin-RimLightBlendCutout", "Custom/Skin/RimlightBlendCutout");
+ }
+ return ShaderManager.m_skin_cutout;
+ }
+ }
+
+ public static Shader _skin_cutout4
+ {
+ get
+ {
+ bool flag = ShaderManager.m_skin_cutout4 == null;
+ if (flag)
+ {
+ ShaderManager.m_skin_cutout4 = XSingleton<ShaderManager>.singleton.FindShader("Skin-RimLightBlendCutout4", "Custom/Skin/RimlightBlendCutout4");
+ }
+ return ShaderManager.m_skin_cutout4;
+ }
+ }
+
+ public static Shader _fade_maskR_noLight
+ {
+ get
+ {
+ bool flag = ShaderManager.m_fade_maskR_noLight == null;
+ if (flag)
+ {
+ ShaderManager.m_fade_maskR_noLight = XSingleton<ShaderManager>.singleton.FindShader("FadeMaskRNoLight", "Custom/Common/FadeMaskRNoLight");
+ }
+ return ShaderManager.m_fade_maskR_noLight;
+ }
+ }
+
+ public static Shader _transparentGrayMaskRNoLight
+ {
+ get
+ {
+ bool flag = ShaderManager.m_transparentGrayMaskRNoLight == null;
+ if (flag)
+ {
+ ShaderManager.m_transparentGrayMaskRNoLight = XSingleton<ShaderManager>.singleton.FindShader("TransparentGrayMaskRNoLight", "Custom/Common/TransparentGrayMaskRNoLight");
+ }
+ return ShaderManager.m_transparentGrayMaskRNoLight;
+ }
+ }
+
+ public static Shader _color
+ {
+ get
+ {
+ bool flag = ShaderManager.m_color == null;
+ if (flag)
+ {
+ ShaderManager.m_color = Shader.Find("Custom/Effect/Color");
+ }
+ return ShaderManager.m_color;
+ }
+ }
+
+ public static Shader _maskR
+ {
+ get
+ {
+ bool flag = ShaderManager.m_maskR == null;
+ if (flag)
+ {
+ ShaderManager.m_maskR = XSingleton<ShaderManager>.singleton.FindShader("CustomShadowR", "Custom/Scene/CustomShadowR");
+ }
+ return ShaderManager.m_maskR;
+ }
+ }
+
+ public static Shader _radialBlur
+ {
+ get
+ {
+ bool flag = ShaderManager.m_radialBlur == null;
+ if (flag)
+ {
+ ShaderManager.m_radialBlur = XSingleton<ShaderManager>.singleton.FindShader("RadialBlur", "Hidden/radialBlur");
+ }
+ return ShaderManager.m_radialBlur;
+ }
+ }
+
+ public static Shader _blackWhite
+ {
+ get
+ {
+ bool flag = ShaderManager.m_blackWhite == null;
+ if (flag)
+ {
+ ShaderManager.m_blackWhite = XSingleton<ShaderManager>.singleton.FindShader("BlackWhite", "Hidden/blackWhite");
+ }
+ return ShaderManager.m_blackWhite;
+ }
+ }
+
+ public static Shader _gausBlur
+ {
+ get
+ {
+ bool flag = ShaderManager.m_gausBlur == null;
+ if (flag)
+ {
+ ShaderManager.m_gausBlur = XSingleton<ShaderManager>.singleton.FindShader("BlurEffectConeTaps", "Hidden/BlurEffectConeTap");
+ }
+ return ShaderManager.m_gausBlur;
+ }
+ }
+
+ private static Shader m_skin_effect = null;
+
+ private static Shader m_skin8 = null;
+
+ private static Shader m_skin_blend = null;
+
+ private static Shader m_skin_cutout = null;
+
+ private static Shader m_skin_cutout4 = null;
+
+ private static Shader m_fade_maskR_noLight = null;
+
+ private static Shader m_transparentGrayMaskRNoLight = null;
+
+ private static Shader m_color = null;
+
+ private static Shader m_maskR = null;
+
+ public static Shader _maskG;
+
+ public static Shader _maskB;
+
+ public static Shader _maskA;
+
+ private static Shader m_radialBlur = null;
+
+ private static Shader m_blackWhite = null;
+
+ private static Shader m_gausBlur = null;
+
+ private AssetBundle m_ShaderAB = null;
+
+ public static int _ShaderKeyMainTex;
+
+ public static int _ShaderKeyMaskTex;
+
+ public static int _ShaderKeyIDColor0;
+
+ public static int _ShaderKeyIDHairColor;
+
+ public static int _ShaderKeyIDFace;
+
+ public static int _ShaderKeyIDHair;
+
+ public static int _ShaderKeyIDBody;
+
+ public static int _ShaderKeyIDAlpha;
+
+ public static int[] _ShaderKeyIDSkin = new int[8];
+
+ public bool Awake(RuntimePlatform editorPlatform)
+ {
+ ShaderManager._ShaderKeyMainTex = Shader.PropertyToID("_MainTex");
+ ShaderManager._ShaderKeyMaskTex = Shader.PropertyToID("_Mask");
+ ShaderManager._ShaderKeyIDColor0 = Shader.PropertyToID("_Color");
+ ShaderManager._ShaderKeyIDHairColor = Shader.PropertyToID("_HairColor");
+ ShaderManager._ShaderKeyIDFace = Shader.PropertyToID("_Face");
+ ShaderManager._ShaderKeyIDHair = Shader.PropertyToID("_Hair");
+ ShaderManager._ShaderKeyIDBody = Shader.PropertyToID("_Body");
+ ShaderManager._ShaderKeyIDAlpha = Shader.PropertyToID("_Alpha");
+ for (int i = 0; i < ShaderManager._ShaderKeyIDSkin.Length; i++)
+ {
+ ShaderManager._ShaderKeyIDSkin[i] = Shader.PropertyToID("_Tex" + i.ToString());
+ }
+ string text = null;
+ RuntimePlatform platform = Application.platform;
+ if ((int) platform != 8)
+ {
+ if ((int)platform != 11)
+ {
+ if ((int)editorPlatform != 2)
+ {
+ if ((int)editorPlatform != 8)
+ {
+ if ((int)editorPlatform == 11)
+ {
+ text = string.Format("{0}/update/Android/AssetBundles/shaders.ab", Application.streamingAssetsPath);
+ }
+ }
+ else
+ {
+ text = string.Format("{0}/update/iOS/AssetBundles/shaders.ab", Application.streamingAssetsPath);
+ }
+ }
+ else
+ {
+ text = string.Format("{0}/update/AssetBundles/shaders.ab", Application.streamingAssetsPath);
+ }
+ bool flag = !File.Exists(text);
+ if (flag)
+ {
+ text = null;
+ }
+ }
+ else
+ {
+ text = string.Format("{0}!assets/update/Android/AssetBundles/shaders.ab", Application.dataPath);
+ }
+ }
+ else
+ {
+ text = string.Format("{0}/Raw/update/iOS/AssetBundles/shaders.ab", Application.dataPath);
+ }
+ bool flag2 = !string.IsNullOrEmpty(text);
+ if (flag2)
+ {
+ this.m_ShaderAB = AssetBundle.LoadFromFile(text);
+ }
+ return true;
+ }
+
+ public Shader FindShader(string name0, string name1)
+ {
+ Shader shader = null;
+ bool flag = this.m_ShaderAB != null;
+ if (flag)
+ {
+ shader = this.m_ShaderAB.LoadAsset<Shader>(name0);
+ }
+ bool flag2 = shader == null;
+ if (flag2)
+ {
+ shader = Shader.Find(name1);
+ }
+ return shader;
+ }
+
+ public static void SetColor32(MaterialPropertyBlock mpb, Color32 color, int keyID)
+ {
+ mpb.SetColor(keyID, color);
+ }
+
+ public static void SetColor(MaterialPropertyBlock mpb, Color color, int keyID)
+ {
+ mpb.SetColor(keyID, color);
+ }
+
+ public static void SetTexture(MaterialPropertyBlock mpb, Texture tex, int keyID)
+ {
+ bool flag = tex != null;
+ if (flag)
+ {
+ mpb.SetTexture(keyID, tex);
+ }
+ }
+
+ public static void SetFloat(MaterialPropertyBlock mpb, float value, int keyID)
+ {
+ mpb.SetFloat(keyID, value);
+ }
+ }
+}
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