// Crest Water System // Copyright © 2024 Wave Harmonic. All rights reserved. using UnityEngine; namespace WaveHarmonic.Crest { static class ShaderIDs { public static readonly int s_Blend = Shader.PropertyToID("_Crest_Blend"); public static readonly int s_Texture = Shader.PropertyToID("_Crest_Texture"); public static readonly int s_Source = Shader.PropertyToID("_Crest_Source"); public static readonly int s_Target = Shader.PropertyToID("_Crest_Target"); public static readonly int s_TargetSlice = Shader.PropertyToID("_Crest_TargetSlice"); public static readonly int s_Resolution = Shader.PropertyToID("_Crest_Resolution"); public static readonly int s_ClearMask = Shader.PropertyToID("_Crest_ClearMask"); public static readonly int s_ClearColor = Shader.PropertyToID("_Crest_ClearColor"); public static readonly int s_Matrix = Shader.PropertyToID("_Crest_Matrix"); public static readonly int s_Position = Shader.PropertyToID("_Crest_Position"); public static readonly int s_Diameter = Shader.PropertyToID("_Crest_Diameter"); public static readonly int s_TextureSize = Shader.PropertyToID("_Crest_TextureSize"); public static readonly int s_TexturePosition = Shader.PropertyToID("_Crest_TexturePosition"); public static readonly int s_TextureRotation = Shader.PropertyToID("_Crest_TextureRotation"); public static readonly int s_Multiplier = Shader.PropertyToID("_Crest_Multiplier"); public static readonly int s_FeatherWidth = Shader.PropertyToID("_Crest_FeatherWidth"); public static readonly int s_NegativeValues = Shader.PropertyToID("_Crest_NegativeValues"); public static readonly int s_BoundaryXZ = Shader.PropertyToID("_Crest_BoundaryXZ"); public static readonly int s_DrawBoundaryXZ = Shader.PropertyToID("_Crest_DrawBoundaryXZ"); public static class Unity { public static readonly int s_CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture"); public static readonly int s_CameraOpaqueTexture = Shader.PropertyToID("_CameraOpaqueTexture"); public static readonly int s_MatrixPreviousM = Shader.PropertyToID("unity_MatrixPreviousM"); public static readonly int s_SpecCube0 = Shader.PropertyToID("unity_SpecCube0"); public static readonly int s_Time = Shader.PropertyToID("_Time"); public static readonly int s_CameraToWorld = Shader.PropertyToID("_CameraToWorld"); // Shader Graph public static readonly int s_Surface = Shader.PropertyToID("_Surface"); public static readonly int s_SrcBlend = Shader.PropertyToID("_SrcBlend"); public static readonly int s_DstBlend = Shader.PropertyToID("_DstBlend"); // Built-In Renderer public static readonly int s_LightColor0 = Shader.PropertyToID("_LightColor0"); public static readonly int s_ShadowMapTexture = Shader.PropertyToID("_ShadowMapTexture"); public static readonly int s_WorldSpaceLightPos0 = Shader.PropertyToID("_WorldSpaceLightPos0"); // High Definition Renderer public static readonly int s_ShaderVariablesGlobal = Shader.PropertyToID("ShaderVariablesGlobal"); // Universal Renderer public static readonly int s_GlossyEnvironmentCubeMap = Shader.PropertyToID("_GlossyEnvironmentCubeMap"); } } }