private void OnShadersReloaded()
 {
     for (int i = 0; i < 12; i++)
     {
         TextureLerper textureLerper = lerpers[i];
         if (textureLerper != null)
         {
             TextureProperties textureProperties = allTextureProperties[i];
             Shader.SetGlobalTexture(textureProperties.texturePropertyName, textureLerper.Update());
         }
     }
 }
 private void LateUpdate()
 {
     if (Grid.IsInitialized())
     {
         Shader.SetGlobalVector(WorldSizeID, new Vector4((float)Grid.WidthInCells, (float)Grid.HeightInCells, 1f / (float)Grid.WidthInCells, 1f / (float)Grid.HeightInCells));
         Shader.SetGlobalVector(PropTexWsToCsID, new Vector4(0f, 0f, 1f, 1f));
         Shader.SetGlobalVector(PropTexCsToWsID, new Vector4(0f, 0f, 1f, 1f));
         Shader.SetGlobalFloat(TopBorderHeightID, (float)Grid.TopBorderHeight);
         GetVisibleCellRange(out int x, out int y, out int x2, out int y2);
         Shader.SetGlobalFloat(FogOfWarScaleID, FogOfWarScale);
         int num = NextPropertyIdx++ % allTextureProperties.Count;
         TextureProperties textureProperties = allTextureProperties[num];
         while (textureProperties.updateEveryFrame)
         {
             num = NextPropertyIdx++ % allTextureProperties.Count;
             textureProperties = allTextureProperties[num];
         }
         for (int i = 0; i < allTextureProperties.Count; i++)
         {
             TextureProperties p = allTextureProperties[i];
             if (num == i || p.updateEveryFrame || GameUtil.IsCapturingTimeLapse())
             {
                 UpdateProperty(ref p, x, y, x2, y2);
             }
         }
         for (int j = 0; j < 12; j++)
         {
             TextureLerper textureLerper = lerpers[j];
             if (textureLerper != null)
             {
                 if (Time.timeScale == 0f)
                 {
                     textureLerper.LongUpdate(Time.unscaledDeltaTime);
                 }
                 TextureProperties textureProperties2 = allTextureProperties[j];
                 Shader.SetGlobalTexture(textureProperties2.texturePropertyName, textureLerper.Update());
             }
         }
     }
 }