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