namespace UnityEngine.Experimental.Rendering.HDPipeline { static class HDShaderPassNames { // ShaderPass name 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"); // Legacy name 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"); } // Pre-hashed shader ids - naming conventions are a bit off in this file as we use the same // fields names as in the shaders for ease of use... Would be nice to clean this up at some // point. 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"); 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_mInvScrProjection = Shader.PropertyToID("g_mInvScrProjection"); 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_fFarPlane = Shader.PropertyToID("g_fFarPlane"); internal static readonly int g_fClustScale = Shader.PropertyToID("g_fClustScale"); internal static readonly int g_fClustBase = Shader.PropertyToID("g_fClustBase"); 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_LayeredOffset = Shader.PropertyToID("g_LayeredOffset"); internal static readonly int g_vBigTileLightList = Shader.PropertyToID("g_vBigTileLightList"); internal static readonly int g_logBaseBuffer = Shader.PropertyToID("g_logBaseBuffer"); internal static readonly int g_vBoundsBuffer = Shader.PropertyToID("g_vBoundsBuffer"); internal static readonly int _LightVolumeData = Shader.PropertyToID("_LightVolumeData"); internal static readonly int g_data = Shader.PropertyToID("g_data"); internal static readonly int g_mProjection = Shader.PropertyToID("g_mProjection"); internal static readonly int g_mInvProjection = Shader.PropertyToID("g_mInvProjection"); internal static readonly int g_viDimensions = Shader.PropertyToID("g_viDimensions"); internal static readonly int g_vLightList = Shader.PropertyToID("g_vLightList"); internal static readonly int g_BaseFeatureFlags = Shader.PropertyToID("g_BaseFeatureFlags"); internal 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"); 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_NumTiles = Shader.PropertyToID("g_NumTiles"); internal static readonly int g_NumTilesX = Shader.PropertyToID("g_NumTilesX"); internal static readonly int _NumTiles = Shader.PropertyToID("_NumTiles"); internal static readonly int _CookieTextures = Shader.PropertyToID("_CookieTextures"); internal static readonly int _CookieCubeTextures = Shader.PropertyToID("_CookieCubeTextures"); internal static readonly int _EnvTextures = Shader.PropertyToID("_EnvTextures"); internal static readonly int _DirectionalLightDatas = Shader.PropertyToID("_DirectionalLightDatas"); 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 _AreaLightCount = Shader.PropertyToID("_AreaLightCount"); 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 _DirShadowSplitSpheres = Shader.PropertyToID("_DirShadowSplitSpheres"); 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"); internal static readonly int g_isLogBaseBufferEnabled = Shader.PropertyToID("g_isLogBaseBufferEnabled"); internal 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"); 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"); internal static readonly int _UseTileLightList = Shader.PropertyToID("_UseTileLightList"); internal static readonly int _Time = Shader.PropertyToID("_Time"); internal static readonly int _SinTime = Shader.PropertyToID("_SinTime"); internal static readonly int _CosTime = Shader.PropertyToID("_CosTime"); internal static readonly int unity_DeltaTime = Shader.PropertyToID("unity_DeltaTime"); internal static readonly int _EnvLightSkyEnabled = Shader.PropertyToID("_EnvLightSkyEnabled"); internal static readonly int _AmbientOcclusionDirectLightStrenght = Shader.PropertyToID("_AmbientOcclusionDirectLightStrenght"); internal 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 _TransmissionFlags = Shader.PropertyToID("_TransmissionFlags"); internal static readonly int _ThicknessRemaps = Shader.PropertyToID("_ThicknessRemaps"); internal static readonly int _ShapeParams = Shader.PropertyToID("_ShapeParams"); internal static readonly int _HalfRcpVariancesAndWeights = Shader.PropertyToID("_HalfRcpVariancesAndWeights"); internal static readonly int _TransmissionTints = Shader.PropertyToID("_TransmissionTints"); internal static readonly int specularLightingUAV = Shader.PropertyToID("specularLightingUAV"); internal static readonly int diffuseLightingUAV = Shader.PropertyToID("diffuseLightingUAV"); internal 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 _LtcDisneyDiffuseMatrix = Shader.PropertyToID("_LtcDisneyDiffuseMatrix"); internal static readonly int _LtcMultiGGXFresnelDisneyDiffuse = Shader.PropertyToID("_LtcMultiGGXFresnelDisneyDiffuse"); internal 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"); internal static readonly int unity_OrthoParams = Shader.PropertyToID("unity_OrthoParams"); internal static readonly int _ZBufferParams = Shader.PropertyToID("_ZBufferParams"); internal static readonly int _ScreenParams = Shader.PropertyToID("_ScreenParams"); internal static readonly int _ProjectionParams = Shader.PropertyToID("_ProjectionParams"); internal static readonly int _WorldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos"); internal static readonly int _StencilRef = Shader.PropertyToID("_StencilRef"); internal static readonly int _StencilCmp = Shader.PropertyToID("_StencilCmp"); internal static readonly int _SrcBlend = Shader.PropertyToID("_SrcBlend"); internal static readonly int _DstBlend = Shader.PropertyToID("_DstBlend"); internal static readonly int _HTile = Shader.PropertyToID("_HTile"); internal static readonly int _StencilTexture = Shader.PropertyToID("_StencilTexture"); 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"); 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 _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"); internal 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"); internal static readonly int _InputCubemap = Shader.PropertyToID("_InputCubemap"); internal static readonly int _Mipmap = Shader.PropertyToID("_Mipmap"); 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"); 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"); } }