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