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- 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");
- }
- }
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