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();
}
}