using UnityEngine; namespace VLB { public static class ShaderProperties { public static readonly int FadeOutFactor = Shader.PropertyToID("_FadeOutFactor"); public static readonly int ConeSlopeCosSin = Shader.PropertyToID("_ConeSlopeCosSin"); public static readonly int ConeRadius = Shader.PropertyToID("_ConeRadius"); public static readonly int ConeApexOffsetZ = Shader.PropertyToID("_ConeApexOffsetZ"); public static readonly int ColorFlat = Shader.PropertyToID("_ColorFlat"); public static readonly int AlphaInside = Shader.PropertyToID("_AlphaInside"); public static readonly int AlphaOutside = Shader.PropertyToID("_AlphaOutside"); public static readonly int AttenuationLerpLinearQuad = Shader.PropertyToID("_AttenuationLerpLinearQuad"); public static readonly int DistanceFallOff = Shader.PropertyToID("_DistanceFallOff"); public static readonly int DistanceCamClipping = Shader.PropertyToID("_DistanceCamClipping"); public static readonly int FresnelPow = Shader.PropertyToID("_FresnelPow"); public static readonly int GlareBehind = Shader.PropertyToID("_GlareBehind"); public static readonly int GlareFrontal = Shader.PropertyToID("_GlareFrontal"); public static readonly int DrawCap = Shader.PropertyToID("_DrawCap"); public static readonly int DepthBlendDistance = Shader.PropertyToID("_DepthBlendDistance"); public static readonly int NoiseVelocityAndScale = Shader.PropertyToID("_NoiseVelocityAndScale"); public static readonly int NoiseParam = Shader.PropertyToID("_NoiseParam"); public static readonly int CameraParams = Shader.PropertyToID("_CameraParams"); public static readonly int ColorGradientMatrix = Shader.PropertyToID("_ColorGradientMatrix"); public static readonly int LocalToWorldMatrix = Shader.PropertyToID("_LocalToWorldMatrix"); public static readonly int WorldToLocalMatrix = Shader.PropertyToID("_WorldToLocalMatrix"); public static readonly int BlendSrcFactor = Shader.PropertyToID("_BlendSrcFactor"); public static readonly int BlendDstFactor = Shader.PropertyToID("_BlendDstFactor"); public static readonly int DynamicOcclusionClippingPlaneWS = Shader.PropertyToID("_DynamicOcclusionClippingPlaneWS"); public static readonly int DynamicOcclusionClippingPlaneProps = Shader.PropertyToID("_DynamicOcclusionClippingPlaneProps"); public static readonly int DynamicOcclusionDepthTexture = Shader.PropertyToID("_DynamicOcclusionDepthTexture"); public static readonly int DynamicOcclusionDepthProps = Shader.PropertyToID("_DynamicOcclusionDepthProps"); public static readonly int LocalForwardDirection = Shader.PropertyToID("_LocalForwardDirection"); public static readonly int TiltVector = Shader.PropertyToID("_TiltVector"); public static readonly int AdditionalClippingPlaneWS = Shader.PropertyToID("_AdditionalClippingPlaneWS"); public static readonly int GlobalNoiseTex3D = Shader.PropertyToID("_VLB_NoiseTex3D"); public static readonly int GlobalNoiseCustomTime = Shader.PropertyToID("_VLB_NoiseCustomTime"); public static readonly int GlobalDitheringFactor = Shader.PropertyToID("_VLB_DitheringFactor"); public static readonly int GlobalDitheringNoiseTex = Shader.PropertyToID("_VLB_DitheringNoiseTex"); } }