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