ShaderProperties.cs 3.7 KB

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  1. using UnityEngine;
  2. namespace VLB
  3. {
  4. public static class ShaderProperties
  5. {
  6. public static readonly int FadeOutFactor = Shader.PropertyToID("_FadeOutFactor");
  7. public static readonly int ConeSlopeCosSin = Shader.PropertyToID("_ConeSlopeCosSin");
  8. public static readonly int ConeRadius = Shader.PropertyToID("_ConeRadius");
  9. public static readonly int ConeApexOffsetZ = Shader.PropertyToID("_ConeApexOffsetZ");
  10. public static readonly int ColorFlat = Shader.PropertyToID("_ColorFlat");
  11. public static readonly int AlphaInside = Shader.PropertyToID("_AlphaInside");
  12. public static readonly int AlphaOutside = Shader.PropertyToID("_AlphaOutside");
  13. public static readonly int AttenuationLerpLinearQuad = Shader.PropertyToID("_AttenuationLerpLinearQuad");
  14. public static readonly int DistanceFallOff = Shader.PropertyToID("_DistanceFallOff");
  15. public static readonly int DistanceCamClipping = Shader.PropertyToID("_DistanceCamClipping");
  16. public static readonly int FresnelPow = Shader.PropertyToID("_FresnelPow");
  17. public static readonly int GlareBehind = Shader.PropertyToID("_GlareBehind");
  18. public static readonly int GlareFrontal = Shader.PropertyToID("_GlareFrontal");
  19. public static readonly int DrawCap = Shader.PropertyToID("_DrawCap");
  20. public static readonly int DepthBlendDistance = Shader.PropertyToID("_DepthBlendDistance");
  21. public static readonly int NoiseVelocityAndScale = Shader.PropertyToID("_NoiseVelocityAndScale");
  22. public static readonly int NoiseParam = Shader.PropertyToID("_NoiseParam");
  23. public static readonly int CameraParams = Shader.PropertyToID("_CameraParams");
  24. public static readonly int ColorGradientMatrix = Shader.PropertyToID("_ColorGradientMatrix");
  25. public static readonly int LocalToWorldMatrix = Shader.PropertyToID("_LocalToWorldMatrix");
  26. public static readonly int WorldToLocalMatrix = Shader.PropertyToID("_WorldToLocalMatrix");
  27. public static readonly int BlendSrcFactor = Shader.PropertyToID("_BlendSrcFactor");
  28. public static readonly int BlendDstFactor = Shader.PropertyToID("_BlendDstFactor");
  29. public static readonly int DynamicOcclusionClippingPlaneWS = Shader.PropertyToID("_DynamicOcclusionClippingPlaneWS");
  30. public static readonly int DynamicOcclusionClippingPlaneProps = Shader.PropertyToID("_DynamicOcclusionClippingPlaneProps");
  31. public static readonly int DynamicOcclusionDepthTexture = Shader.PropertyToID("_DynamicOcclusionDepthTexture");
  32. public static readonly int DynamicOcclusionDepthProps = Shader.PropertyToID("_DynamicOcclusionDepthProps");
  33. public static readonly int LocalForwardDirection = Shader.PropertyToID("_LocalForwardDirection");
  34. public static readonly int TiltVector = Shader.PropertyToID("_TiltVector");
  35. public static readonly int AdditionalClippingPlaneWS = Shader.PropertyToID("_AdditionalClippingPlaneWS");
  36. public static readonly int GlobalNoiseTex3D = Shader.PropertyToID("_VLB_NoiseTex3D");
  37. public static readonly int GlobalNoiseCustomTime = Shader.PropertyToID("_VLB_NoiseCustomTime");
  38. public static readonly int GlobalDitheringFactor = Shader.PropertyToID("_VLB_DitheringFactor");
  39. public static readonly int GlobalDitheringNoiseTex = Shader.PropertyToID("_VLB_DitheringNoiseTex");
  40. }
  41. }