using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Cysharp.Threading.Tasks;
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using ProjSG.Resource;
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public class ShaderUtility
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{
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public static void InitGlobalParams()
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{
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Shader.SetGlobalColor("_Gbl_Lgt", new Color(0.8f, 0.8f, 0.8f, 1));
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Shader.SetGlobalColor("_Gbl_Pnt", new Color(1, 1, 1, 1));
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Shader.SetGlobalColor("_Gbl_Amb", new Color(1, 1, 1, 1));
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Shader.SetGlobalColor("_Gbl_Spc", new Color(0.8f, 0.8f, 0.8f, 1));
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Shader.SetGlobalColor("_Gbl_Rim", new Color(1, 1, 1, 1));
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Shader.SetGlobalColor("_Gbl_Wat", new Color(1, 1, 1, 1));
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}
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[System.Obsolete("US2: Use WarmUpAllAsync. Sync loading removed. Final preload+cache pattern in T044.")]
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public static void WarmUpAll()
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{
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// US2: Sync AB loading removed. Use WarmUpAllAsync instead.
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Shader.WarmupAllShaders();
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}
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/// <summary>
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/// US2: Async shader warm up via YooAsset. Temporary API — will be replaced by preload+cache in T044.
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/// </summary>
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public static async UniTask WarmUpAllAsync()
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{
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if (AssetSource.isUseAssetBundle)
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{
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await YooAssetService.Instance.LoadAllAssetsAsync<Shader>("Assets/ResourcesOut/Shader");
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}
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Shader.WarmupAllShaders();
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}
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}
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