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2026-03-04 10:03:45 +08:00

118 lines
5.4 KiB
C#

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");
}
}