Files
Fishing2/Packages/com.waveharmonic.crest/Runtime/Scripts/Uniforms.cs
2026-03-05 00:14:42 +08:00

59 lines
3.4 KiB
C#

// 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");
}
}
}