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								using System;
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								using UnityEngine;
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								namespace AllIn1VfxToolkit
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								{
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								    [ExecuteInEditMode]
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								    public class AllIn1VfxFakeLightDirSetter : MonoBehaviour
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								    {
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								        [Header("This script gets executed in edit mode too")]
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								        [SerializeField] private bool setOnAwake = true;
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								        [SerializeField] private bool setOnUpdate = false;
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								        [Space, Header("If target is null we'll use this object as target")] 
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								        [Header("Direction is target's forward vector")]
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								        [SerializeField] private Transform target;
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								        private int lightDirId = 0;
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								        private void Awake()
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								        {
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								            if(setOnAwake) SetGlobalFakeLightDir();
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								        }
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								        private void Update()
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								        {
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								            if(setOnUpdate) SetGlobalFakeLightDir();
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								        }
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								        private void OnValidate()
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								        {
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								            SetGlobalFakeLightDir();
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								        }
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								        public void SetGlobalFakeLightDir()
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								        {
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								            if(lightDirId == 0) lightDirId = Shader.PropertyToID("_All1VfxLightDir");
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								            if(target == null) target = transform;
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								            Shader.SetGlobalVector(lightDirId, target.forward.normalized);
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								        }
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								        public void SetNewFakeLightDir(Vector3 newFakeLightDir)
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								        {
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								            if(lightDirId == 0) lightDirId = Shader.PropertyToID("_All1VfxLightDir");
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								            Shader.SetGlobalVector(lightDirId, newFakeLightDir.normalized);
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								        }
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								        public void SetNewTarget(Transform newTarget)
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								        {
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								            target = newTarget;
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								        }
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								        public void SetOnUpdateBool(bool newSetOnUpdateValue)
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								        {
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								            setOnUpdate = newSetOnUpdateValue;
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								        }
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								    }
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								}
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