Update tornado Shader props to not be name-based

This commit is contained in:
Ben C 2022-05-21 23:23:08 -04:00
parent bf498b5428
commit 589709aa6a

View File

@ -18,6 +18,9 @@ namespace NewHorizons.Builder.Props
private static Texture2D _detailTexture;
private static readonly int DetailColor = Shader.PropertyToID("_DetailColor");
private static readonly int TintColor = Shader.PropertyToID("_TintColor");
private static readonly int DetailTex = Shader.PropertyToID("_DetailTex");
private static readonly int MainTex = Shader.PropertyToID("_MainTex");
private static readonly int FresnelColor = Shader.PropertyToID("_FresnelColor");
public static void Make(GameObject planetGO, Sector sector, PropModule.TornadoInfo info, bool hasClouds)
{
@ -207,14 +210,14 @@ namespace NewHorizons.Builder.Props
foreach (var renderer in go.GetComponentsInChildren<Renderer>())
{
renderer.material.SetColor("_DetailColor", colour);
renderer.material.SetColor("_TintColor", colour);
renderer.material.SetColor(DetailColor, colour);
renderer.material.SetColor(TintColor, colour);
if (renderer.material.name.Contains(materialName))
{
renderer.material.SetTexture("_DetailTex", detailTexture);
renderer.material.SetTexture("_MainTex", mainTexture);
renderer.material.SetColor("_FresnelColor", colour);
renderer.material.SetTexture(DetailTex, detailTexture);
renderer.material.SetTexture(MainTex, mainTexture);
renderer.material.SetColor(FresnelColor, colour);
}
else
{