namespace UnityEngine.AzureSky { internal static class AzureShaderUniforms { internal static readonly int SunTexture = Shader.PropertyToID("_Azure_SunTexture"); internal static readonly int MoonTexture = Shader.PropertyToID("_Azure_MoonTexture"); internal static readonly int StarFieldTexture = Shader.PropertyToID("_Azure_StarFieldTexture"); internal static readonly int DynamicCloudTexture = Shader.PropertyToID("_Azure_DynamicCloudTexture"); internal static readonly int StaticCloudTexture = Shader.PropertyToID("_Azure_StaticCloudTexture"); internal static readonly int SunDirection = Shader.PropertyToID("_Azure_SunDirection"); internal static readonly int MoonDirection = Shader.PropertyToID("_Azure_MoonDirection"); internal static readonly int SunMatrix = Shader.PropertyToID("_Azure_SunMatrix"); internal static readonly int MoonMatrix = Shader.PropertyToID("_Azure_MoonMatrix"); internal static readonly int UpDirectionMatrix = Shader.PropertyToID("_Azure_UpDirectionMatrix"); internal static readonly int StarfieldMatrix = Shader.PropertyToID("_Azure_StarFieldMatrix"); internal static readonly int ScatteringMode = Shader.PropertyToID("_Azure_ScatteringMode"); internal static readonly int Kr = Shader.PropertyToID("_Azure_Kr"); internal static readonly int Km = Shader.PropertyToID("_Azure_Km"); internal static readonly int Rayleigh = Shader.PropertyToID("_Azure_Rayleigh"); internal static readonly int Mie = Shader.PropertyToID("_Azure_Mie"); internal static readonly int MieDistance = Shader.PropertyToID("_Azure_MieDepth"); internal static readonly int Scattering = Shader.PropertyToID("_Azure_Scattering"); internal static readonly int Luminance = Shader.PropertyToID("_Azure_Luminance"); internal static readonly int Exposure = Shader.PropertyToID("_Azure_Exposure"); internal static readonly int RayleighColor = Shader.PropertyToID("_Azure_RayleighColor"); internal static readonly int MieColor = Shader.PropertyToID("_Azure_MieColor"); internal static readonly int ScatteringColor = Shader.PropertyToID("_Azure_ScatteringColor"); internal static readonly int SunTextureSize = Shader.PropertyToID("_Azure_SunTextureSize"); internal static readonly int SunTextureIntensity = Shader.PropertyToID("_Azure_SunTextureIntensity"); internal static readonly int SunTextureColor = Shader.PropertyToID("_Azure_SunTextureColor"); internal static readonly int MoonTextureSize = Shader.PropertyToID("_Azure_MoonTextureSize"); internal static readonly int MoonTextureIntensity = Shader.PropertyToID("_Azure_MoonTextureIntensity"); internal static readonly int MoonTextureColor = Shader.PropertyToID("_Azure_MoonTextureColor"); internal static readonly int StarsIntensity = Shader.PropertyToID("_Azure_StarsIntensity"); internal static readonly int MilkyWayIntensity = Shader.PropertyToID("_Azure_MilkyWayIntensity"); internal static readonly int StarFieldColor = Shader.PropertyToID("_Azure_StarFieldColor"); internal static readonly int StarFieldRotation = Shader.PropertyToID("_Azure_StarFieldRotationMatrix"); internal static readonly int FogScatteringScale = Shader.PropertyToID("_Azure_FogScatteringScale"); internal static readonly int GlobalFogDistance = Shader.PropertyToID("_Azure_GlobalFogDistance"); internal static readonly int GlobalFogSmoothStep = Shader.PropertyToID("_Azure_GlobalFogSmooth"); internal static readonly int GlobalFogDensity = Shader.PropertyToID("_Azure_GlobalFogDensity"); internal static readonly int HeightFogDistance = Shader.PropertyToID("_Azure_HeightFogDistance"); internal static readonly int HeightFogSmoothStep = Shader.PropertyToID("_Azure_HeightFogSmooth"); internal static readonly int HeightFogDensity = Shader.PropertyToID("_Azure_HeightFogDensity"); internal static readonly int HeightFogStart = Shader.PropertyToID("_Azure_HeightFogStart"); internal static readonly int HeightFogEnd = Shader.PropertyToID("_Azure_HeightFogEnd"); internal static readonly int DynamicCloudAltitude = Shader.PropertyToID("_Azure_DynamicCloudAltitude"); internal static readonly int DynamicCloudDirection = Shader.PropertyToID("_Azure_DynamicCloudDirection"); internal static readonly int DynamicCloudDensity = Shader.PropertyToID("_Azure_DynamicCloudDensity"); internal static readonly int DynamicCloudColor1 = Shader.PropertyToID("_Azure_DynamicCloudColor1"); internal static readonly int DynamicCloudColor2 = Shader.PropertyToID("_Azure_DynamicCloudColor2"); internal static readonly int ThunderLightningEffect = Shader.PropertyToID("_Azure_ThunderLightningEffect"); internal static readonly int StaticCloudInterpolator = Shader.PropertyToID("_Azure_StaticCloudInterpolator"); internal static readonly int StaticCloudLayer1Speed = Shader.PropertyToID("_Azure_StaticCloudLayer1Speed"); internal static readonly int StaticCloudLayer2Speed = Shader.PropertyToID("_Azure_StaticCloudLayer2Speed"); internal static readonly int StaticCloudColor = Shader.PropertyToID("_Azure_StaticCloudColor"); internal static readonly int StaticCloudScattering = Shader.PropertyToID("_Azure_StaticCloudScattering"); internal static readonly int StaticCloudExtinction = Shader.PropertyToID("_Azure_StaticCloudExtinction"); internal static readonly int StaticCloudSaturation = Shader.PropertyToID("_Azure_StaticCloudSaturation"); internal static readonly int StaticCloudOpacity = Shader.PropertyToID("_Azure_StaticCloudOpacity"); } }