namespace UnityEngine.Experimental.Rendering.HDPipeline
{
static class HDShaderPassNames
public static class HDShaderPassNames
internal static readonly ShaderPassName s_EmptyName = new ShaderPassName ( "" ) ;
internal static readonly ShaderPassName m _ForwardName = new ShaderPassName ( "Forward" ) ;
internal static readonly ShaderPassName m _ForwardDisplayDebugName = new ShaderPassName ( "ForwardDisplayDebug" ) ;
internal static readonly ShaderPassName m _DepthOnlyName = new ShaderPassName ( "DepthOnly" ) ;
internal static readonly ShaderPassName m _ForwardOnlyOpaqueDepthOnlyName = new ShaderPassName ( "ForwardOnlyOpaqueDepthOnly" ) ;
internal static readonly ShaderPassName m _ForwardOnlyOpaqueName = new ShaderPassName ( "ForwardOnlyOpaque" ) ;
internal static readonly ShaderPassName m _ForwardOnlyOpaqueDisplayDebugName = new ShaderPassName ( "ForwardOnlyOpaqueDisplayDebug" ) ;
internal static readonly ShaderPassName m _GBufferName = new ShaderPassName ( "GBuffer" ) ;
internal static readonly ShaderPassName m _GBufferWithPrepassName = new ShaderPassName ( "GBufferWithPrepass" ) ;
internal static readonly ShaderPassName m _GBufferDebugDisplayName = new ShaderPassName ( "GBufferDebugDisplay" ) ;
internal static readonly ShaderPassName m _SRPDefaultUnlitName = new ShaderPassName ( "SRPDefaultUnlit" ) ;
internal static readonly ShaderPassName m _MotionVectorsName = new ShaderPassName ( "MotionVectors" ) ;
internal static readonly ShaderPassName m _DistortionVectorsName = new ShaderPassName ( "DistortionVectors" ) ;
public static readonly ShaderPassName s_EmptyName = new ShaderPassName ( "" ) ;
public static readonly ShaderPassName s _ForwardName = new ShaderPassName ( "Forward" ) ;
public static readonly ShaderPassName s _ForwardDisplayDebugName = new ShaderPassName ( "ForwardDisplayDebug" ) ;
public static readonly ShaderPassName s _DepthOnlyName = new ShaderPassName ( "DepthOnly" ) ;
public static readonly ShaderPassName s _ForwardOnlyOpaqueDepthOnlyName = new ShaderPassName ( "ForwardOnlyOpaqueDepthOnly" ) ;
public static readonly ShaderPassName s _ForwardOnlyOpaqueName = new ShaderPassName ( "ForwardOnlyOpaque" ) ;
public static readonly ShaderPassName s _ForwardOnlyOpaqueDisplayDebugName = new ShaderPassName ( "ForwardOnlyOpaqueDisplayDebug" ) ;
public static readonly ShaderPassName s _GBufferName = new ShaderPassName ( "GBuffer" ) ;
public static readonly ShaderPassName s _GBufferWithPrepassName = new ShaderPassName ( "GBufferWithPrepass" ) ;
public static readonly ShaderPassName s _GBufferDebugDisplayName = new ShaderPassName ( "GBufferDebugDisplay" ) ;
public static readonly ShaderPassName s _SRPDefaultUnlitName = new ShaderPassName ( "SRPDefaultUnlit" ) ;
public static readonly ShaderPassName s _MotionVectorsName = new ShaderPassName ( "MotionVectors" ) ;
public static readonly ShaderPassName s _DistortionVectorsName = new ShaderPassName ( "DistortionVectors" ) ;
internal static readonly ShaderPassName m _AlwaysName = new ShaderPassName ( "Always" ) ;
internal static readonly ShaderPassName m _ForwardBaseName = new ShaderPassName ( "ForwardBase" ) ;
internal static readonly ShaderPassName m _DeferredName = new ShaderPassName ( "Deferred" ) ;
internal static readonly ShaderPassName m _PrepassBaseName = new ShaderPassName ( "PrepassBase" ) ;
internal static readonly ShaderPassName m _VertexName = new ShaderPassName ( "Vertex" ) ;
internal static readonly ShaderPassName m _VertexLMRGBMName = new ShaderPassName ( "VertexLMRGBM" ) ;
internal static readonly ShaderPassName m _VertexLMName = new ShaderPassName ( "VertexLM" ) ;
public static readonly ShaderPassName s _AlwaysName = new ShaderPassName ( "Always" ) ;
public static readonly ShaderPassName s _ForwardBaseName = new ShaderPassName ( "ForwardBase" ) ;
public static readonly ShaderPassName s _DeferredName = new ShaderPassName ( "Deferred" ) ;
public static readonly ShaderPassName s _PrepassBaseName = new ShaderPassName ( "PrepassBase" ) ;
public static readonly ShaderPassName s _VertexName = new ShaderPassName ( "Vertex" ) ;
public static readonly ShaderPassName s _VertexLMRGBMName = new ShaderPassName ( "VertexLMRGBM" ) ;
public static readonly ShaderPassName s _VertexLMName = new ShaderPassName ( "VertexLM" ) ;
// fields names as in the shaders for ease of use... Would be nice to clean this up at some
// point .
static class HDShaderIDs
// fields names as in the shaders for ease of use.. .
// TODO: Would be nice to clean this up at some point
public static class HDShaderIDs
internal static readonly int _ShadowDatasExp = Shader . PropertyToID ( "_ShadowDatasExp" ) ;
internal static readonly int _ShadowPayloads = Shader . PropertyToID ( "_ShadowPayloads " ) ;
internal static readonly int _ShadowmapExp_VSM_0 = Shader . PropertyToID ( "_ShadowmapExp_VSM_0 " ) ;
internal static readonly int _ShadowmapExp_VSM_1 = Shader . PropertyToID ( "_ShadowmapExp_VSM_1 " ) ;
internal static readonly int _ShadowmapExp_VSM_2 = Shader . PropertyToID ( "_ShadowmapExp_VSM_2 " ) ;
internal static readonly int _ShadowmapExp_PCF = Shader . PropertyToID ( "_ShadowmapExp_PCF " ) ;
public static readonly int _ShadowDatasExp = Shader . PropertyToID ( "_ShadowDatasExp " ) ;
public static readonly int _ShadowPayloads = Shader . PropertyToID ( "_ShadowPayloads " ) ;
public static readonly int _ShadowmapExp_VSM_0 = Shader . PropertyToID ( "_ShadowmapExp_VSM_0 " ) ;
public static readonly int _ShadowmapExp_VSM_1 = Shader . PropertyToID ( "_ShadowmapExp_VSM_1 " ) ;
public static readonly int _ShadowmapExp_VSM_2 = Shader . PropertyToID ( "_ShadowmapExp_VSM_2 " ) ;
public static readonly int _ShadowmapExp_PCF = Shader . PropertyToID ( "_ShadowmapExp_PCF" ) ;
internal static readonly int g_LayeredSingleIdxBuffer = Shader . PropertyToID ( "g_LayeredSingleIdxBuffer" ) ;
internal static readonly int _EnvLightIndexShift = Shader . PropertyToID ( "_EnvLightIndexShift " ) ;
internal static readonly int g_isOrthographic = Shader . PropertyToID ( "g_isOrthographic " ) ;
internal static readonly int g_iNrVisibLights = Shader . PropertyToID ( "g_iNrVisibLights " ) ;
internal static readonly int g_mScrProjection = Shader . PropertyToID ( "g_mScrProjection " ) ;
internal static readonly int g_mInv ScrProjection = Shader . PropertyToID ( "g_mInv ScrProjection" ) ;
internal static readonly int g_iLog2NumClusters = Shader . PropertyToID ( "g_iLog2NumClusters " ) ;
internal static readonly int g_fNearPlane = Shader . PropertyToID ( "g_fNearPlane " ) ;
internal static readonly int g_fF arPlane = Shader . PropertyToID ( "g_fF arPlane" ) ;
internal static readonly int g_fClustScal e = Shader . PropertyToID ( "g_fClustScal e" ) ;
internal static readonly int g_fClustBas e = Shader . PropertyToID ( "g_fClustBas e" ) ;
internal static readonly int g_depth_tex = Shader . PropertyToID ( "g_depth_tex " ) ;
internal static readonly int g_vLayeredLightList = Shader . PropertyToID ( "g_vLayeredLightList " ) ;
internal static readonly int g_LayeredOffse t = Shader . PropertyToID ( "g_LayeredOffse t" ) ;
internal static readonly int g_vBigTileLightLis t = Shader . PropertyToID ( "g_vBigTileLightLis t" ) ;
internal static readonly int g_logBaseBuffer = Shader . PropertyToID ( "g_logBaseBuffer " ) ;
internal static readonly int g_vBounds Buffer = Shader . PropertyToID ( "g_vBounds Buffer" ) ;
internal static readonly int _LightVolumeData = Shader . PropertyToID ( "_LightVolumeData " ) ;
internal static readonly int g_d ata = Shader . PropertyToID ( "g_d ata" ) ;
internal static readonly int g_mProjection = Shader . PropertyToID ( "g_mProjection " ) ;
internal static readonly int g_mInv Projection = Shader . PropertyToID ( "g_mInv Projection" ) ;
internal static readonly int g_viDimensions = Shader . PropertyToID ( "g_viDimensions " ) ;
internal static readonly int g_vLightList = Shader . PropertyToID ( "g_vLightList " ) ;
public static readonly int g_LayeredSingleIdxBuffer = Shader . PropertyToID ( "g_LayeredSingleIdxBuffer " ) ;
public static readonly int _EnvLightIndexShift = Shader . PropertyToID ( "_EnvLightIndexShift " ) ;
public static readonly int g_isOrthographic = Shader . PropertyToID ( "g_isOrthographic " ) ;
public static readonly int g_iNrVisibLights = Shader . PropertyToID ( "g_iNrVisibLights " ) ;
public static readonly int g_mScrProjection = Shader . PropertyToID ( "g_mScrProjection" ) ;
public static readonly int g_mInvScrProjection = Shader . PropertyToID ( "g_mInvScrProjection " ) ;
public static readonly int g_iLog2NumClusters = Shader . PropertyToID ( "g_iLog2NumClusters " ) ;
public static readonly int g_fNe arPlane = Shader . PropertyToID ( "g_fNe arPlane" ) ;
public static readonly int g_fFarPlan e = Shader . PropertyToID ( "g_fFarPlan e" ) ;
public static readonly int g_fClustScal e = Shader . PropertyToID ( "g_fClustScal e" ) ;
public static readonly int g_fClustBase = Shader . PropertyToID ( "g_fClustBase " ) ;
public static readonly int g_depth_tex = Shader . PropertyToID ( "g_depth_tex " ) ;
public static readonly int g_vLayeredLightLis t = Shader . PropertyToID ( "g_vLayeredLightLis t" ) ;
public static readonly int g_LayeredOffse t = Shader . PropertyToID ( "g_LayeredOffse t" ) ;
public static readonly int g_vBigTileLightList = Shader . PropertyToID ( "g_vBigTileLightList " ) ;
public static readonly int g_logBase Buffer = Shader . PropertyToID ( "g_logBase Buffer" ) ;
public static readonly int g_vBoundsBuffer = Shader . PropertyToID ( "g_vBoundsBuffer " ) ;
public static readonly int _LightVolumeD ata = Shader . PropertyToID ( "_LightVolumeD ata" ) ;
public static readonly int g_data = Shader . PropertyToID ( "g_data " ) ;
public static readonly int g_mProjection = Shader . PropertyToID ( "g_mProjection" ) ;
public static readonly int g_mInvProjection = Shader . PropertyToID ( "g_mInvProjection " ) ;
public static readonly int g_viDimensions = Shader . PropertyToID ( "g_viDimensions " ) ;
public static readonly int g_vLightList = Shader . PropertyToID ( "g_vLightList" ) ;
internal static readonly int g_BaseFeatureFlags = Shader . PropertyToID ( "g_BaseFeatureFlags" ) ;
internal static readonly int g_Til eFeatureFlags = Shader . PropertyToID ( "g_Til eFeatureFlags" ) ;
public static readonly int g_Bas eFeatureFlags = Shader . PropertyToID ( "g_Bas eFeatureFlags" ) ;
public static readonly int g_TileFeatureFlags = Shader . PropertyToID ( "g_TileFeatureFlags" ) ;
internal static readonly int _GBufferTexture0 = Shader . PropertyToID ( "_GBufferTexture0" ) ;
internal static readonly int _GBufferTexture1 = Shader . PropertyToID ( "_GBufferTexture1 " ) ;
internal static readonly int _GBufferTexture2 = Shader . PropertyToID ( "_GBufferTexture2 " ) ;
internal static readonly int _GBufferTexture3 = Shader . PropertyToID ( "_GBufferTexture3 " ) ;
public static readonly int _GBufferTexture0 = Shader . PropertyToID ( "_GBufferTexture0 " ) ;
public static readonly int _GBufferTexture1 = Shader . PropertyToID ( "_GBufferTexture1 " ) ;
public static readonly int _GBufferTexture2 = Shader . PropertyToID ( "_GBufferTexture2 " ) ;
public static readonly int _GBufferTexture3 = Shader . PropertyToID ( "_GBufferTexture3" ) ;
internal static readonly int g_DispatchIndirectBuffer = Shader . PropertyToID ( "g_DispatchIndirectBuffer" ) ;
internal static readonly int g_TileList = Shader . PropertyToID ( "g_TileList " ) ;
internal static readonly int g_Num Tiles = Shader . PropertyToID ( "g_Num Tiles" ) ;
internal static readonly int g_NumTilesX = Shader . PropertyToID ( "g_NumTilesX " ) ;
public static readonly int g_DispatchIndirectBuffer = Shader . PropertyToID ( "g_DispatchIndirectBuffer " ) ;
public static readonly int g_TileLi st = Shader . PropertyToID ( "g_TileLi st " ) ;
public static readonly int g_NumTiles = Shader . PropertyToID ( "g_NumTiles" ) ;
public static readonly int g_NumTilesX = Shader . PropertyToID ( "g_NumTilesX" ) ;
internal static readonly int _NumTiles = Shader . PropertyToID ( "_NumTiles" ) ;
public static readonly int _NumTiles = Shader . PropertyToID ( "_NumTiles" ) ;
internal static readonly int _CookieTextures = Shader . PropertyToID ( "_CookieTextures" ) ;
internal static readonly int _CookieCub eTextures = Shader . PropertyToID ( "_CookieCub eTextures" ) ;
internal static readonly int _Env Textures = Shader . PropertyToID ( "_Env Textures" ) ;
internal static readonly int _DirectionalLightData s = Shader . PropertyToID ( "_DirectionalLightData s" ) ;
internal static readonly int _DirectionalLightCount = Shader . PropertyToID ( "_DirectionalLightCount " ) ;
internal static readonly int _LightDatas = Shader . PropertyToID ( "_LightDatas " ) ;
internal static readonly int _PunctualLightCount = Shader . PropertyToID ( "_PunctualLightCount " ) ;
internal static readonly int _Area LightCount = Shader . PropertyToID ( "_Area LightCount" ) ;
internal static readonly int g_vLightListGlobal = Shader . PropertyToID ( "g_vLightListGlobal " ) ;
internal static readonly int _EnvLightDatas = Shader . PropertyToID ( "_EnvLightDatas " ) ;
internal static readonly int _EnvLightCount = Shader . PropertyToID ( "_EnvLightCount " ) ;
internal static readonly int _ShadowDatas = Shader . PropertyToID ( "_ShadowDatas " ) ;
internal static readonly int _DirShadowSplitSphere s = Shader . PropertyToID ( "_DirShadowSplitSphere s" ) ;
internal static readonly int _NumTileFtplX = Shader . PropertyToID ( "_NumTileFtplX " ) ;
internal static readonly int _NumTileFtplY = Shader . PropertyToID ( "_NumTileFtplY " ) ;
internal static readonly int _NumTileClusteredX = Shader . PropertyToID ( "_NumTileClusteredX " ) ;
internal static readonly int _NumTileClusteredY = Shader . PropertyToID ( "_NumTileClusteredY " ) ;
public static readonly int _CookieTextures = Shader . PropertyToID ( "_CookieTextures" ) ;
public static readonly int _CookieCube Textures = Shader . PropertyToID ( "_CookieCube Textures" ) ;
public static readonly int _EnvTexture s = Shader . PropertyToID ( "_EnvTexture s" ) ;
public static readonly int _DirectionalLightDatas = Shader . PropertyToID ( "_DirectionalLightDatas " ) ;
public static readonly int _DirectionalLightCount = Shader . PropertyToID ( "_DirectionalLightCount " ) ;
public static readonly int _LightDatas = Shader . PropertyToID ( "_LightDatas " ) ;
public static readonly int _Punctual LightCount = Shader . PropertyToID ( "_Punctual LightCount" ) ;
public static readonly int _AreaLightCount = Shader . PropertyToID ( "_AreaLightCount " ) ;
public static readonly int g_vLightListGlobal = Shader . PropertyToID ( "g_vLightListGlobal " ) ;
public static readonly int _EnvLightDatas = Shader . PropertyToID ( "_EnvLightDatas " ) ;
public static readonly int _EnvLightCount = Shader . PropertyToID ( "_EnvLightCount " ) ;
public static readonly int _ShadowData s = Shader . PropertyToID ( "_ShadowData s" ) ;
public static readonly int _DirShadowSplitSpheres = Shader . PropertyToID ( "_DirShadowSplitSpheres " ) ;
public static readonly int _NumTileFtplX = Shader . PropertyToID ( "_NumTileFtplX " ) ;
public static readonly int _NumTileFtplY = Shader . PropertyToID ( "_NumTileFtplY " ) ;
public static readonly int _NumTileClusteredX = Shader . PropertyToID ( "_NumTileClusteredX " ) ;
public static readonly int _NumTileClusteredY = Shader . PropertyToID ( "_NumTileClusteredY" ) ;
internal static readonly int g_isLogBaseBufferEnabled = Shader . PropertyToID ( "g_isLogBaseBufferEnabled" ) ;
internal static readonly int g_vLayeredOffsetsBuffer = Shader . PropertyToID ( "g_vLayeredOffsetsBuffer " ) ;
public static readonly int g_isLogBaseBufferEnabled = Shader . PropertyToID ( "g_isLogBaseBufferEnabled " ) ;
public static readonly int g_vLayeredOffsetsBuffer = Shader . PropertyToID ( "g_vLayeredOffsetsBuffer" ) ;
internal static readonly int _ViewTilesFlags = Shader . PropertyToID ( "_ViewTilesFlags" ) ;
internal static readonly int _MousePixelCoord = Shader . PropertyToID ( "_MousePixelCoord " ) ;
public static readonly int _ViewTilesFlags = Shader . PropertyToID ( "_ViewTilesFlags " ) ;
public static readonly int _MousePixelCoord = Shader . PropertyToID ( "_MousePixelCoord" ) ;
internal static readonly int _DebugViewMaterial = Shader . PropertyToID ( "_DebugViewMaterial" ) ;
internal static readonly int _DebugLightingMode = Shader . PropertyToID ( "_DebugLightingMode " ) ;
internal static readonly int _DebugLightingAlbedo = Shader . PropertyToID ( "_DebugLightingAlbedo " ) ;
internal static readonly int _DebugLightingSmoothness = Shader . PropertyToID ( "_DebugLightingSmoothness " ) ;
internal static readonly int _AmbientOcclusionTexture = Shader . PropertyToID ( "_AmbientOcclusionTexture " ) ;
public static readonly int _DebugViewMaterial = Shader . PropertyToID ( "_DebugViewMaterial " ) ;
public static readonly int _DebugLightingMode = Shader . PropertyToID ( "_DebugLightingMode " ) ;
public static readonly int _DebugLightingAlbedo = Shader . PropertyToID ( "_DebugLightingAlbedo " ) ;
public static readonly int _DebugLightingSmoothness = Shader . PropertyToID ( "_DebugLightingSmoothness " ) ;
public static readonly int _AmbientOcclusionTexture = Shader . PropertyToID ( "_AmbientOcclusionTexture" ) ;
internal static readonly int _UseTileLightList = Shader . PropertyToID ( "_UseTileLightList" ) ;
internal static readonly int _Time = Shader . PropertyToID ( "_Time " ) ;
internal static readonly int _Sin Time = Shader . PropertyToID ( "_Sin Time" ) ;
internal static readonly int _Cos Time = Shader . PropertyToID ( "_Cos Time" ) ;
internal static readonly int unity_Delta Time = Shader . PropertyToID ( "unity_Delta Time" ) ;
internal static readonly int _EnvLightSkyEnabled = Shader . PropertyToID ( "_EnvLightSkyEnabled " ) ;
internal static readonly int _AmbientOcclusionDirectLightStrenght = Shader . PropertyToID ( "_AmbientOcclusionDirectLightStrenght " ) ;
internal static readonly int _SkyTexture = Shader . PropertyToID ( "_SkyTexture " ) ;
public static readonly int _UseTileLightList = Shader . PropertyToID ( "_UseTileLightList " ) ;
public static readonly int _Time = Shader . PropertyToID ( "_Time" ) ;
public static readonly int _Sin Time = Shader . PropertyToID ( "_Sin Time" ) ;
public static readonly int _Cos Time = Shader . PropertyToID ( "_Cos Time" ) ;
public static readonly int unity_DeltaTime = Shader . PropertyToID ( "unity_DeltaTime " ) ;
public static readonly int _EnvLightSkyEnabled = Shader . PropertyToID ( "_EnvLightSkyEnabled " ) ;
public static readonly int _AmbientOcclusionDirectLightStrenght = Shader . PropertyToID ( "_AmbientOcclusionDirectLightStrenght " ) ;
public static readonly int _SkyTexture = Shader . PropertyToID ( "_SkyTexture" ) ;
internal static readonly int _UseDisneySSS = Shader . PropertyToID ( "_UseDisneySSS" ) ;
internal static readonly int _EnableSSSAndTransmission = Shader . PropertyToID ( "_EnableSSSAndTransmission " ) ;
internal static readonly int _TexturingModeFlags = Shader . PropertyToID ( "_TexturingModeFlags " ) ;
internal static readonly int _Transmission Flags = Shader . PropertyToID ( "_Transmission Flags" ) ;
internal static readonly int _ThicknessRemap s = Shader . PropertyToID ( "_ThicknessRemap s" ) ;
internal static readonly int _ShapeParam s = Shader . PropertyToID ( "_ShapeParam s" ) ;
internal static readonly int _HalfRcpVariancesAndWeight s = Shader . PropertyToID ( "_HalfRcpVariancesAndWeight s" ) ;
internal static readonly int _TransmissionTin ts = Shader . PropertyToID ( "_TransmissionTin ts" ) ;
internal static readonly int specularLightingUAV = Shader . PropertyToID ( "specularLightingUAV " ) ;
internal static readonly int diffu seLightingUAV = Shader . PropertyToID ( "diffu seLightingUAV" ) ;
public static readonly int _UseDisneySSS = Shader . PropertyToID ( "_UseDisneySSS " ) ;
public static readonly int _EnableSSSAndTransmission = Shader . PropertyToID ( "_EnableSSSAndTransmission " ) ;
public static readonly int _TexturingMode Flags = Shader . PropertyToID ( "_TexturingMode Flags" ) ;
public static readonly int _TransmissionFlag s = Shader . PropertyToID ( "_TransmissionFlag s" ) ;
public static readonly int _ThicknessRemap s = Shader . PropertyToID ( "_ThicknessRemap s" ) ;
public static readonly int _ShapeParam s = Shader . PropertyToID ( "_ShapeParam s" ) ;
public static readonly int _HalfRcpVariancesAndWeigh ts = Shader . PropertyToID ( "_HalfRcpVariancesAndWeigh ts" ) ;
public static readonly int _TransmissionTints = Shader . PropertyToID ( "_TransmissionTints " ) ;
public static readonly int sp ecular LightingUAV = Shader . PropertyToID ( "sp ecular LightingUAV" ) ;
public static readonly int diffuseLightingUAV = Shader . PropertyToID ( "diffuseLightingUAV" ) ;
internal static readonly int g_TileListOffset = Shader . PropertyToID ( "g_TileListOffset" ) ;
public static readonly int g_TileListOffset = Shader . PropertyToID ( "g_TileListOffset" ) ;
internal static readonly int _LtcData = Shader . PropertyToID ( "_LtcData" ) ;
internal static readonly int _PreIntegratedFGD = Shader . PropertyToID ( "_PreIntegratedFGD " ) ;
internal static readonly int _LtcGGXMatrix = Shader . PropertyToID ( "_LtcGGXMatrix " ) ;
internal static readonly int _LtcDisneyDiffuse Matrix = Shader . PropertyToID ( "_LtcDisneyDiffuse Matrix" ) ;
internal static readonly int _LtcMultiGGXFresnel DisneyDiffuse = Shader . PropertyToID ( "_LtcMultiGGXFresnel DisneyDiffuse" ) ;
public static readonly int _LtcData = Shader . PropertyToID ( "_LtcData " ) ;
public static readonly int _PreIntegratedFGD = Shader . PropertyToID ( "_PreIntegratedFGD " ) ;
public static readonly int _LtcGGX Matrix = Shader . PropertyToID ( "_LtcGGX Matrix" ) ;
public static readonly int _LtcDisneyDiffuseMatrix = Shader . PropertyToID ( "_LtcDisneyDiffuseMatrix " ) ;
public static readonly int _LtcMultiGGXFresnelDisneyDiffuse = Shader . PropertyToID ( "_LtcMultiGGXFresnelDisneyDiffuse" ) ;
internal static readonly int _MainDepthTexture = Shader . PropertyToID ( "_MainDepthTexture" ) ;
public static readonly int _MainDepthTexture = Shader . PropertyToID ( "_MainDepthTexture" ) ;
internal static readonly int _DeferredShadowTexture = Shader . PropertyToID ( "_DeferredShadowTexture" ) ;
internal static readonly int _DeferredShadowTextureUAV = Shader . PropertyToID ( "_DeferredShadowTextureUAV " ) ;
internal static readonly int _DirectionalShadowIndex = Shader . PropertyToID ( "_DirectionalShadowIndex " ) ;
public static readonly int _DeferredShadowTexture = Shader . PropertyToID ( "_DeferredShadowTexture" ) ;
public static readonly int _DeferredShadowTextureUAV = Shader . PropertyToID ( "_DeferredShadowTextureUAV " ) ;
public static readonly int _DirectionalShadowIndex = Shader . PropertyToID ( "_DirectionalShadowIndex" ) ;
internal static readonly int unity_OrthoParams = Shader . PropertyToID ( "unity_OrthoParams" ) ;
internal static readonly int _ZBuffer Params = Shader . PropertyToID ( "_ZBuffer Params" ) ;
internal static readonly int _Screen Params = Shader . PropertyToID ( "_Screen Params" ) ;
internal static readonly int _Projectio nParams = Shader . PropertyToID ( "_Projectio nParams" ) ;
internal static readonly int _WorldSpaceCameraPo s = Shader . PropertyToID ( "_WorldSpaceCameraPo s" ) ;
public static readonly int unity_Ortho Params = Shader . PropertyToID ( "unity_Ortho Params" ) ;
public static readonly int _ZBuffer Params = Shader . PropertyToID ( "_ZBuffer Params" ) ;
public static readonly int _Scree nParams = Shader . PropertyToID ( "_Scree nParams" ) ;
public static readonly int _ProjectionParam s = Shader . PropertyToID ( "_ProjectionParam s" ) ;
public static readonly int _WorldSpaceCameraPos = Shader . PropertyToID ( "_WorldSpaceCameraPos" ) ;
public static readonly int _StencilRef = Shader . PropertyToID ( "_StencilRef" ) ;
public static readonly int _StencilCmp = Shader . PropertyToID ( "_StencilCmp" ) ;
internal static readonly int _StencilRef = Shader . PropertyToID ( "_StencilRef" ) ;
internal static readonly int _StencilCmp = Shader . PropertyToID ( "_StencilCmp" ) ;
public static readonly int _SrcBlend = Shader . PropertyToID ( "_SrcBlend" ) ;
public static readonly int _DstBlend = Shader . PropertyToID ( "_DstBlend" ) ;
internal static readonly int _SrcBlend = Shader . PropertyToID ( "_SrcBlend" ) ;
internal static readonly int _DstBlend = Shader . PropertyToID ( "_DstBlend" ) ;
public static readonly int _HTile = Shader . PropertyToID ( "_HTile" ) ;
public static readonly int _StencilTexture = Shader . PropertyToID ( "_StencilTexture" ) ;
internal static readonly int _HTile = Shader . PropertyToID ( "_HTile" ) ;
internal static readonly int _StencilTexture = Shader . PropertyToID ( "_StencilTexture" ) ;
public static readonly int _ViewMatrix = Shader . PropertyToID ( "_ViewMatrix" ) ;
public static readonly int _InvViewMatrix = Shader . PropertyToID ( "_InvViewMatrix" ) ;
public static readonly int _ProjMatrix = Shader . PropertyToID ( "_ProjMatrix" ) ;
public static readonly int _InvProjMatrix = Shader . PropertyToID ( "_InvProjMatrix" ) ;
public static readonly int _NonJitteredViewProjMatrix = Shader . PropertyToID ( "_NonJitteredViewProjMatrix" ) ;
public static readonly int _ViewProjMatrix = Shader . PropertyToID ( "_ViewProjMatrix" ) ;
public static readonly int _InvViewProjMatrix = Shader . PropertyToID ( "_InvViewProjMatrix" ) ;
public static readonly int _InvProjParam = Shader . PropertyToID ( "_InvProjParam" ) ;
public static readonly int _ScreenSize = Shader . PropertyToID ( "_ScreenSize" ) ;
public static readonly int _PrevViewProjMatrix = Shader . PropertyToID ( "_PrevViewProjMatrix" ) ;
public static readonly int _FrustumPlanes = Shader . PropertyToID ( "_FrustumPlanes" ) ;
internal static readonly int _ViewMatrix = Shader . PropertyToID ( "_ViewMatrix" ) ;
internal static readonly int _InvViewMatrix = Shader . PropertyToID ( "_InvViewMatrix" ) ;
internal static readonly int _ProjMatrix = Shader . PropertyToID ( "_ProjMatrix" ) ;
internal static readonly int _InvProjMatrix = Shader . PropertyToID ( "_InvProjMatrix" ) ;
internal static readonly int _NonJitteredViewProjMatrix = Shader . PropertyToID ( "_NonJitteredViewProjMatrix" ) ;
internal static readonly int _ViewProjMatrix = Shader . PropertyToID ( "_ViewProjMatrix" ) ;
internal static readonly int _InvViewProjMatrix = Shader . PropertyToID ( "_InvViewProjMatrix" ) ;
internal static readonly int _InvProjParam = Shader . PropertyToID ( "_InvProjParam" ) ;
internal static readonly int _ScreenSize = Shader . PropertyToID ( "_ScreenSize" ) ;
internal static readonly int _PrevViewProjMatrix = Shader . PropertyToID ( "_PrevViewProjMatrix" ) ;
internal static readonly int _FrustumPlanes = Shader . PropertyToID ( "_FrustumPlanes" ) ;
public static readonly int _DepthTexture = Shader . PropertyToID ( "_DepthTexture" ) ;
public static readonly int _CameraColorTexture = Shader . PropertyToID ( "_CameraColorTexture" ) ;
public static readonly int _CameraSssDiffuseLightingBuffer = Shader . PropertyToID ( "_CameraSssDiffuseLightingTexture" ) ;
public static readonly int _CameraFilteringBuffer = Shader . PropertyToID ( "_CameraFilteringTexture" ) ;
public static readonly int _IrradianceSource = Shader . PropertyToID ( "_IrradianceSource" ) ;
internal static readonly int _DepthTexture = Shader . PropertyToID ( "_DepthTexture" ) ;
internal static readonly int _CameraColorTexture = Shader . PropertyToID ( "_CameraColorTexture" ) ;
internal static readonly int _CameraSssDiffuseLightingBuffer = Shader . PropertyToID ( "_CameraSssDiffuseLightingTexture" ) ;
internal static readonly int _CameraFilteringBuffer = Shader . PropertyToID ( "_CameraFilteringTexture" ) ;
internal static readonly int _IrradianceSource = Shader . PropertyToID ( "_IrradianceSource" ) ;
internal static readonly int _VelocityTexture = Shader . PropertyToID ( "_VelocityTexture" ) ;
internal static readonly int _DistortionTexture = Shader . PropertyToID ( "_DistortionTexture" ) ;
internal static readonly int _GaussianPyramidColorTexture = Shader . PropertyToID ( "_GaussianPyramidColorTexture" ) ;
internal static readonly int _DepthPyramidTexture = Shader . PropertyToID ( "_PyramidDepthTexture" ) ;
internal static readonly int _GaussianPyramidColorMipSize = Shader . PropertyToID ( "_GaussianPyramidColorMipSize" ) ;
internal static readonly int [ ] _GaussianPyramidColorMips =
public static readonly int _VelocityTexture = Shader . PropertyToID ( "_VelocityTexture" ) ;
public static readonly int _DistortionTexture = Shader . PropertyToID ( "_DistortionTexture" ) ;
public static readonly int _GaussianPyramidColorTexture = Shader . PropertyToID ( "_GaussianPyramidColorTexture" ) ;
public static readonly int _DepthPyramidTexture = Shader . PropertyToID ( "_PyramidDepthTexture" ) ;
public static readonly int _GaussianPyramidColorMipSize = Shader . PropertyToID ( "_GaussianPyramidColorMipSize" ) ;
public static readonly int [ ] _GaussianPyramidColorMips =
{
Shader . PropertyToID ( "_GaussianColorMip0" ) ,
Shader . PropertyToID ( "_GaussianColorMip1" ) ,
Shader . PropertyToID ( "_GaussianColorMip13" ) ,
Shader . PropertyToID ( "_GaussianColorMip14" ) ,
} ;
internal static readonly int _DepthPyramidMipSize = Shader . PropertyToID ( "_PyramidDepthMipSize" ) ;
internal static readonly int [ ] _DepthPyramidMips =
public static readonly int _DepthPyramidMipSize = Shader . PropertyToID ( "_PyramidDepthMipSize" ) ;
public static readonly int [ ] _DepthPyramidMips =
{
Shader . PropertyToID ( "_DepthPyramidMip0" ) ,
Shader . PropertyToID ( "_DepthPyramidMip1" ) ,
Shader . PropertyToID ( "_DepthPyramidMip13" ) ,
Shader . PropertyToID ( "_DepthPyramidMip14" ) ,
} ;
internal static readonly int _DebugFullScreenTexture = Shader . PropertyToID ( "_DebugFullScreenTexture" ) ;
public static readonly int _DebugFullScreenTexture = Shader . PropertyToID ( "_DebugFullScreenTexture" ) ;
internal static readonly int _WorldScales = Shader . PropertyToID ( "_WorldScales" ) ;
internal static readonly int _FilterKernels = Shader . PropertyToID ( "_FilterKernels" ) ;
internal static readonly int _FilterKernelsBasic = Shader . PropertyToID ( "_FilterKernelsBasic" ) ;
internal static readonly int _HalfRcpWeightedVariances = Shader . PropertyToID ( "_HalfRcpWeightedVariances" ) ;
public static readonly int _WorldScales = Shader . PropertyToID ( "_WorldScales" ) ;
public static readonly int _FilterKernels = Shader . PropertyToID ( "_FilterKernels" ) ;
public static readonly int _FilterKernelsBasic = Shader . PropertyToID ( "_FilterKernelsBasic" ) ;
public static readonly int _HalfRcpWeightedVariances = Shader . PropertyToID ( "_HalfRcpWeightedVariances" ) ;
internal static readonly int _CameraPosDiff = Shader . PropertyToID ( "_CameraPosDiff" ) ;
public static readonly int _CameraPosDiff = Shader . PropertyToID ( "_CameraPosDiff" ) ;
internal static readonly int _CameraDepthTexture = Shader . PropertyToID ( "_CameraDepthTexture" ) ;
internal static readonly int _CameraMotionVectorsTexture = Shader . PropertyToID ( "_CameraMotionVectorsTexture" ) ;
internal static readonly int _FullScreenDebugMode = Shader . PropertyToID ( "_FullScreenDebugMode" ) ;
public static readonly int _CameraDepthTexture = Shader . PropertyToID ( "_CameraDepthTexture" ) ;
public static readonly int _CameraMotionVectorsTexture = Shader . PropertyToID ( "_CameraMotionVectorsTexture" ) ;
public static readonly int _FullScreenDebugMode = Shader . PropertyToID ( "_FullScreenDebugMode" ) ;
internal static readonly int _InputCubemap = Shader . PropertyToID ( "_InputCubemap" ) ;
internal static readonly int _Mipmap = Shader . PropertyToID ( "_Mipmap" ) ;
public static readonly int _InputCubemap = Shader . PropertyToID ( "_InputCubemap" ) ;
public static readonly int _Mipmap = Shader . PropertyToID ( "_Mipmap" ) ;
public static readonly int _MaxRadius = Shader . PropertyToID ( "_MaxRadius" ) ;
public static readonly int _ShapeParam = Shader . PropertyToID ( "_ShapeParam" ) ;
public static readonly int _StdDev1 = Shader . PropertyToID ( "_StdDev1" ) ;
public static readonly int _StdDev2 = Shader . PropertyToID ( "_StdDev2" ) ;
public static readonly int _LerpWeight = Shader . PropertyToID ( "_LerpWeight" ) ;
public static readonly int _HalfRcpVarianceAndWeight1 = Shader . PropertyToID ( "_HalfRcpVarianceAndWeight1" ) ;
public static readonly int _HalfRcpVarianceAndWeight2 = Shader . PropertyToID ( "_HalfRcpVarianceAndWeight2" ) ;
public static readonly int _TransmissionTint = Shader . PropertyToID ( "_TransmissionTint" ) ;
public static readonly int _ThicknessRemap = Shader . PropertyToID ( "_ThicknessRemap" ) ;
internal static readonly int _MaxRadius = Shader . PropertyToID ( "_MaxRadius" ) ;
internal static readonly int _ShapeParam = Shader . PropertyToID ( "_ShapeParam" ) ;
internal static readonly int _StdDev1 = Shader . PropertyToID ( "_StdDev1" ) ;
internal static readonly int _StdDev2 = Shader . PropertyToID ( "_StdDev2" ) ;
internal static readonly int _LerpWeight = Shader . PropertyToID ( "_LerpWeight" ) ;
internal static readonly int _HalfRcpVarianceAndWeight1 = Shader . PropertyToID ( "_HalfRcpVarianceAndWeight1" ) ;
internal static readonly int _HalfRcpVarianceAndWeight2 = Shader . PropertyToID ( "_HalfRcpVarianceAndWeight2" ) ;
internal static readonly int _TransmissionTint = Shader . PropertyToID ( "_TransmissionTint" ) ;
internal static readonly int _ThicknessRemap = Shader . PropertyToID ( "_ThicknessRemap" ) ;
public static readonly int _Cubemap = Shader . PropertyToID ( "_Cubemap" ) ;
public static readonly int _SkyParam = Shader . PropertyToID ( "_SkyParam" ) ;
public static readonly int _PixelCoordToViewDirWS = Shader . PropertyToID ( "_PixelCoordToViewDirWS" ) ;
internal static readonly int _Cubemap = Shader . PropertyToID ( "_Cubemap" ) ;
internal static readonly int _SkyParam = Shader . PropertyToID ( "_SkyParam" ) ;
internal static readonly int _PixelCoordToViewDirWS = Shader . PropertyToID ( "_PixelCoordToViewDirWS" ) ;
internal static readonly int _GlobalFog_Extinction = Shader . PropertyToID ( "_GlobalFog_Extinction" ) ;
internal static readonly int _GlobalFog_Asymmetry = Shader . PropertyToID ( "_GlobalFog_Asymmetry" ) ;
internal static readonly int _GlobalFog_Scattering = Shader . PropertyToID ( "_GlobalFog_Scattering" ) ;
public static readonly int _GlobalFog_Extinction = Shader . PropertyToID ( "_GlobalFog_Extinction" ) ;
public static readonly int _GlobalFog_Asymmetry = Shader . PropertyToID ( "_GlobalFog_Asymmetry" ) ;
public static readonly int _GlobalFog_Scattering = Shader . PropertyToID ( "_GlobalFog_Scattering" ) ;
internal static readonly int _Size = Shader . PropertyToID ( "_Size" ) ;
internal static readonly int _Source4 = Shader . PropertyToID ( "_Source4" ) ;
internal static readonly int _Result1 = Shader . PropertyToID ( "_Result1" ) ;
public static readonly int _Size = Shader . PropertyToID ( "_Size" ) ;
public static readonly int _Source4 = Shader . PropertyToID ( "_Source4" ) ;
public static readonly int _Result1 = Shader . PropertyToID ( "_Result1" ) ;
}
}