Heroes_of_Hiis/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Scripts/Utilities/GInternalShaderSettings.cs

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#if GRIFFIN
using UnityEngine;
namespace Pinwheel.Griffin
{
[System.Serializable]
public struct GInternalShaderSettings
{
public Shader solidColorShader;
public Shader copyTextureShader;
public Shader subDivisionMapShader;
public Shader blurShader;
public Shader blurRadiusShader;
public Shader elevationPainterShader;
public Shader heightSamplingPainterShader;
public Shader subdivPainterShader;
public Shader painterCursorProjectorShader;
public Shader albedoPainterShader;
public Shader metallicPainterShader;
public Shader smoothnessPainterShader;
public Shader splatPainterShader;
public Shader visibilityPainterShader;
public Shader rampMakerShader;
public Shader pathPainterShader;
public Shader geometryLivePreviewShader;
public Shader geometricalHeightMapShader;
public Shader foliageRemoverShader;
public Shader maskVisualizerShader;
public Shader stamperShader;
public Shader terrainNormalMapShader;
public Shader terrainPerPixelNormalMapShader;
public Shader textureStamperBrushShader;
public Shader grassPreviewShader;
public Shader navHelperDummyGameObjectShader;
public Shader splatsToAlbedoShader;
public Shader unlitChannelMaskShader;
public Shader channelToGrayscaleShader;
public Shader heightMapFromMeshShader;
public Shader curveFilterShader;
public Shader invertFilterShader;
public Shader stepFilterShader;
public Shader warpFilterShader;
public Shader steepnessMapGeneratorShader;
public Shader noiseMapGeneratorShader;
public Shader hydraulicErosionFilter;
public Shader blendMapGeneratorShader;
public Shader distributionMapGeneratorShader;
public Shader interactiveGrassVectorFieldShader;
public Shader subdivLivePreviewShader;
public Shader visibilityLivePreviewShader;
public Shader terracePainterShader;
public Shader remapPainterShader;
public Shader noisePainterShader;
public Shader heightmapConverterEncodeRGShader;
public Shader heightmapDecodeGrayscaleShader;
public Shader drawTex2DArraySliceShader;
public Shader maskPainterShader;
public Shader mask4ChannelsShader;
}
}
#endif