static _createImageryUniforms(imageryInputs) {
    const length = imageryInputs.length;
    const uniforms = {};
    uniforms.imageryTextures = Array(length);
    uniforms.imageryTextureCoordinateRectangle = Array(length);
    uniforms.imageryTextureTranslationAndScale = Array(length);
    uniforms.imageryTextureAlpha = Array(length);
    uniforms.imageryTextureBrightness = Array(length);
    uniforms.imageryTextureContrast = Array(length);
    uniforms.imageryTextureHue = Array(length);
    uniforms.imageryTextureSaturation = Array(length);
    uniforms.imageryTextureOneOverGamma = Array(length);
    uniforms.imageryTextureColorToAlpha = Array(length);

    for (let i = 0; i < length; i++) {
      const imageryInput = imageryInputs[i];

      const imageryLayer = imageryInput.imageryLayer;
      const texture = imageryInput.texture;
      const textureCoordinateRectangle =
        imageryInput.textureCoordinateRectangle;
      const textureTranslationAndScale =
        imageryInput.textureTranslationAndScale;

      uniforms.imageryTextures[i] = texture;
      uniforms.imageryTextureTranslationAndScale[i] =
        textureTranslationAndScale;
      uniforms.imageryTextureCoordinateRectangle[i] =
        textureCoordinateRectangle;

      uniforms.imageryTextureAlpha[i] = imageryLayer.alpha;
      uniforms.imageryTextureBrightness[i] = imageryLayer.brightness;
      uniforms.imageryTextureContrast[i] = imageryLayer.contrast;
      uniforms.imageryTextureHue[i] = imageryLayer.hue;
      uniforms.imageryTextureSaturation[i] = imageryLayer.saturation;
      uniforms.imageryTextureOneOverGamma[i] = 1.0 / imageryLayer.gamma;

      let colorToAlpha = uniforms.imageryTextureColorToAlpha[i];
      if (!defined(colorToAlpha)) {
        colorToAlpha = new Cartesian4();
        uniforms.imageryTextureColorToAlpha[i] = colorToAlpha;
      }
      const hasColorToAlpha =
        defined(imageryLayer.colorToAlpha) &&
        imageryLayer.colorToAlphaThreshold > 0.0;
      if (hasColorToAlpha) {
        const color = imageryLayer.colorToAlpha;
        colorToAlpha.x = color.red;
        colorToAlpha.y = color.green;
        colorToAlpha.z = color.blue;
        colorToAlpha.w = imageryLayer.colorToAlphaThreshold;
      } else {
        colorToAlpha.w = -1.0;
      }
    }
    return uniforms;
  }
Creates an object that contains the uniform values the given imagery inputs.

The result will be a structure that contains the uniform values
that match the definitions that have been created by `defineUniforms`.
(It will include the ones that still have their default values
and may not be needed eventually)

@param {ImageryInput[]} imageryInputs The imagery inputs
@returns {object} The uniforms