Files
FORT-BO/Assets/Plugins/VolumetricLightBeam/Scripts/ShaderProperties.cs
T
2026-08-29 13:34:57 +03:00

48 lines
3.9 KiB
C#

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 ParticlesTintColor = Shader.PropertyToID("_TintColor");
public static readonly int GlobalUsesReversedZBuffer = Shader.PropertyToID("_VLB_UsesReversedZBuffer");
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");
}
}