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Dark.cs
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Dark.cs
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using MelonLoader;
using ModThatIsNotMod;
using StressLevelZero.Data;
using System.Collections.Generic;
using UnityEngine;
using VLB;
namespace Camo {
public class Dark : MelonMod {
private bool modToggle;
private bool wEmissives;
private bool extraDarkScene;
private bool extraDarkLight;
private Shader standard;
private Shader holowall;
private Shader holowallC;
private Shader holoP;
private Shader hologram;
private Shader scanline;
private Shader flowmap;
private Shader gibskinE;
//Material whitelist (I know, it's jank)
private readonly List<string> matWhitelist = new List<string>() { "light", "mat_lamp", "mat_mono", "mat_grid", "mat_enemy", "charging", "lit", "neon", "albedo2", "metal1", "monitor", "lambert", "lamp", "vending", "billboard", "mat_district" };
public override void OnApplicationStart() {
InitialRegisters();
}
public override void OnSceneWasInitialized(int buildIndex, string sceneName) {
if(modToggle && (!MelonPreferences.GetEntryValue<bool>("DarkScenes", "ZWOnly") || (MelonPreferences.GetEntryValue<bool>("DarkScenes", "ZWOnly") && sceneName == "zombie_warehouse")) && !MelonPreferences.GetEntryValue<bool>("DarkScenes", "ExtraBrightScene")) { //Main start check
MakeDark();
} else if(modToggle && MelonPreferences.GetEntryValue<bool>("DarkScenes", "ExtraBrightScene")) {
//Set extra bright settings :)
GameObject lightGO = new GameObject();
lightGO.transform.position = new Vector3(0, 10, 0);
Light light = lightGO.AddComponent<Light>();
light.intensity = 1000;
light.range = 1000;
}
}
private void MakeDark() { //Basically just holds all the main methods
FindShaders();
//Run all main methods to make scene dark
SetMaterials();
SetRenderers();
RemoveVolumetrics();
SpawnFlashlight();
}
#region Dark Scene Setup
void SetMaterials() {
//Make all materials non-emissive / non-glossy
Material[] allMats = Resources.FindObjectsOfTypeAll<Material>();
foreach(Material mat in allMats) {
//Set shader specific values (Pretty ugly, I know, switch statements don't work here sadly...)
if(mat.shader == holowall || mat.shader == holowallC) {
mat.SetColor("_ScreenColor", Color.black);
} else if(mat.shader == hologram || mat.shader == flowmap) {
mat.SetColor("_Color", new Color(0.1f, 0.1f, 0.1f, 1));
} else if(mat.shader == scanline || mat.shader == holoP) {
mat.SetColor("_EmissionColor", Color.black);
mat.SetColor("_Fluorescence", Color.black);
mat.SetFloat("_Power", 0f);
} else if(mat.shader == gibskinE) {
mat.SetColor("_EmissionColor", Color.black);
mat.SetInt("_FLUORESCENCEMAP", 0);
} else if(mat.shader == standard) {
if(wEmissives) { //Make sure standard mats are in whitelist
foreach(string matName in matWhitelist) {
if(mat.name.ToLower().Contains(matName)) {
mat.DisableKeyword("_EMISSION");
break;
}
}
} else { //Remove all emissives if not targeting whitelist
mat.DisableKeyword("_EMISSION");
}
}
if(extraDarkScene) {
mat.SetFloat("g_flCubeMapScalar", 0f);
} else {
mat.SetFloat("g_flCubeMapScalar", 0.3f);
}
}
}
void SetRenderers() {
//Set all renderer lightmaps to off
Renderer[] allRs = Resources.FindObjectsOfTypeAll<Renderer>();
foreach(Renderer rend in allRs) {
rend.lightmapIndex = -1;
if(extraDarkLight)
rend.realtimeLightmapIndex = -1;
rend.useLightProbes = false;
rend.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;
rend.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
}
}
void RemoveVolumetrics() {
//Disable all volumetrics
VolumetricLightBeam[] allVs = Resources.FindObjectsOfTypeAll<VolumetricLightBeam>();
foreach(VolumetricLightBeam vol in allVs)
vol.enabled = false;
BeamGeometry[] allVBs = Resources.FindObjectsOfTypeAll<BeamGeometry>();
foreach(BeamGeometry bg in allVBs)
bg.enabled = false;
}
void SpawnFlashlight() {
//Spawn flashlight
Transform head = Player.GetPlayerHead().transform;
GameObject flashlight = null;
SpawnableObject[] spawnables = Resources.FindObjectsOfTypeAll<SpawnableObject>();
for(int i = 0; i < spawnables.Length; i++) {
if(spawnables[i].title == "Flashlight") {
flashlight = GameObject.Instantiate(spawnables[i].prefab, head.position + Vector3.forward, Quaternion.Euler(new Vector3(0, 90, 0)));
break;
}
}
//Add dim light to flashlight if not ExtraDarkFL
if(!extraDarkLight) {
GameObject extraLightGO = new GameObject();
extraLightGO.transform.parent = flashlight.transform;
extraLightGO.transform.localPosition = Vector3.zero;
Light eL = extraLightGO.AddComponent<Light>();
eL.type = LightType.Point;
eL.range = 1f;
eL.intensity = 1f;
}
//Undo dark changes on flashlight
Material[] flMats = flashlight.GetComponentsInChildren<Material>();
foreach(Material mat in flMats)
mat.EnableKeyword("_EMISSION");
VolumetricLightBeam[] flV = flashlight.GetComponentsInChildren<VolumetricLightBeam>();
foreach(VolumetricLightBeam vol in flV)
vol.enabled = true;
BeamGeometry[] flBG = flashlight.GetComponentsInChildren<BeamGeometry>();
foreach(BeamGeometry bg in flBG)
bg.enabled = true;
}
#endregion
void InitialRegisters() {
//ModPrefs, Initial Vars, MTINM Menu Items
MelonPreferences.CreateCategory("DarkScenes");
MelonPreferences.CreateEntry("DarkScenes", "ModToggle", true);
MelonPreferences.CreateEntry("DarkScenes", "WhitelistEmissives", true);
MelonPreferences.CreateEntry("DarkScenes", "ExtraDarkScene", true);
MelonPreferences.CreateEntry("DarkScenes", "ExtraDarkFlashlight", false);
MelonPreferences.CreateEntry("DarkScenes", "ZWOnly", false);
MelonPreferences.CreateEntry("DarkScenes", "ExtraBrightScene", false);
modToggle = MelonPreferences.GetEntryValue<bool>("DarkScenes", "ModToggle");
wEmissives = MelonPreferences.GetEntryValue<bool>("DarkScenes", "WhitelistEmissives");
extraDarkScene = MelonPreferences.GetEntryValue<bool>("DarkScenes", "ExtraDarkScene");
extraDarkLight = MelonPreferences.GetEntryValue<bool>("DarkScenes", "ExtraDarkFlashlight");
ModThatIsNotMod.BoneMenu.MenuCategory category = ModThatIsNotMod.BoneMenu.MenuManager.CreateCategory("Dark Scenes", Color.blue);
category.CreateFunctionElement("Rerun Scene Setup", Color.red, MakeDark);
category.CreateFunctionElement("CHANGES REQUIRE SCENE RELOAD", Color.red, null);
category.CreateBoolElement("Mod Toggle", Color.white, modToggle, ToggleMod);
category.CreateBoolElement("Extra Dark Scene", Color.white, extraDarkScene, ToggleDarkScene);
category.CreateBoolElement("Extra Dark Flashlight", Color.white, extraDarkLight, ToggleDarkLight);
}
void FindShaders() {
standard = Shader.Find("Valve/vr_standard");
holowall = Shader.Find("SLZ/Holographic Wall");
holowallC = Shader.Find("SLZ/Holographic Wall - Clock");
holoP = Shader.Find("SLZ/Holographic Projection");
hologram = Shader.Find("SLZ/Additive Hologram with Depth");
scanline = Shader.Find("SLZ/Scanline");
flowmap = Shader.Find("SLZ/Flowmap Additive");
gibskinE = Shader.Find("SLZ/GibSkinMAS_Emissive");
}
//MTINM Menu Bool Flips
void ToggleMod(bool toggle) {
modToggle = !modToggle;
MelonPreferences.SetEntryValue<bool>("DarkScenes", "ModToggle", modToggle);
}
void ToggleDarkScene(bool toggle) {
extraDarkScene = !extraDarkScene;
MelonPreferences.SetEntryValue<bool>("DarkScenes", "ExtraDarkScene", extraDarkScene);
}
void ToggleDarkLight(bool toggle) {
extraDarkLight = !extraDarkLight;
MelonPreferences.SetEntryValue<bool>("DarkScenes", "ExtraDarkFlashlight", extraDarkLight);
}
}
}