namespace UnityEngine.Experimental.Rendering.HDPipeline { public static class HDShaderPassNames { // ShaderPass string - use to have consistent name through the code public static readonly string s_EmptyStr = ""; public static readonly string s_ForwardStr = "Forward"; public static readonly string s_ForwardDebugDisplayStr = "ForwardDebugDisplay"; public static readonly string s_DepthOnlyStr = "DepthOnly"; public static readonly string s_DepthForwardOnlyStr = "DepthForwardOnly"; public static readonly string s_ForwardOnlyStr = "ForwardOnly"; public static readonly string s_ForwardOnlyDebugDisplayStr = "ForwardOnlyDebugDisplay"; public static readonly string s_GBufferStr = "GBuffer"; public static readonly string s_GBufferWithPrepassStr = "GBufferWithPrepass"; public static readonly string s_GBufferDebugDisplayStr = "GBufferDebugDisplay"; public static readonly string s_SRPDefaultUnlitStr = "SRPDefaultUnlit"; public static readonly string s_MotionVectorsStr = "MotionVectors"; public static readonly string s_DistortionVectorsStr = "DistortionVectors"; public static readonly string s_TransparentDepthPrepassStr = "TransparentDepthPrepass"; public static readonly string s_TransparentBackfaceStr = "TransparentBackface"; public static readonly string s_TransparentBackfaceDebugDisplayStr = "TransparentBackfaceDebugDisplay"; public static readonly string s_TransparentDepthPostpassStr = "TransparentDepthPostpass"; public static readonly string s_MetaStr = "Meta"; public static readonly string s_ShadowCasterStr = "ShadowCaster"; // ShaderPass name public static readonly ShaderPassName s_EmptyName = new ShaderPassName(s_EmptyStr); public static readonly ShaderPassName s_ForwardName = new ShaderPassName(s_ForwardStr); public static readonly ShaderPassName s_ForwardDebugDisplayName = new ShaderPassName(s_ForwardDebugDisplayStr); public static readonly ShaderPassName s_DepthOnlyName = new ShaderPassName(s_DepthOnlyStr); public static readonly ShaderPassName s_DepthForwardOnlyName = new ShaderPassName(s_DepthForwardOnlyStr); public static readonly ShaderPassName s_ForwardOnlyName = new ShaderPassName(s_ForwardOnlyStr); public static readonly ShaderPassName s_ForwardOnlyDebugDisplayName = new ShaderPassName(s_ForwardOnlyDebugDisplayStr); public static readonly ShaderPassName s_GBufferName = new ShaderPassName(s_GBufferStr); public static readonly ShaderPassName s_GBufferWithPrepassName = new ShaderPassName(s_GBufferWithPrepassStr); public static readonly ShaderPassName s_GBufferDebugDisplayName = new ShaderPassName(s_GBufferDebugDisplayStr); public static readonly ShaderPassName s_SRPDefaultUnlitName = new ShaderPassName(s_SRPDefaultUnlitStr); public static readonly ShaderPassName s_MotionVectorsName = new ShaderPassName(s_MotionVectorsStr); public static readonly ShaderPassName s_DistortionVectorsName = new ShaderPassName(s_DistortionVectorsStr); public static readonly ShaderPassName s_TransparentDepthPrepassName = new ShaderPassName(s_TransparentDepthPrepassStr); public static readonly ShaderPassName s_TransparentBackfaceName = new ShaderPassName(s_TransparentBackfaceStr); public static readonly ShaderPassName s_TransparentBackfaceDebugDisplayName = new ShaderPassName(s_TransparentBackfaceDebugDisplayStr); public static readonly ShaderPassName s_TransparentDepthPostpassName = new ShaderPassName(s_TransparentDepthPostpassStr); // Legacy name 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"); } // 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... // TODO: Would be nice to clean this up at some point public static class HDShaderIDs { 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"); 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_fNearPlane = Shader.PropertyToID("g_fNearPlane"); public static readonly int g_fFarPlane = Shader.PropertyToID("g_fFarPlane"); public static readonly int g_fClustScale = Shader.PropertyToID("g_fClustScale"); 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_vLayeredLightList = Shader.PropertyToID("g_vLayeredLightList"); public static readonly int g_LayeredOffset = Shader.PropertyToID("g_LayeredOffset"); public static readonly int g_vBigTileLightList = Shader.PropertyToID("g_vBigTileLightList"); public static readonly int g_logBaseBuffer = Shader.PropertyToID("g_logBaseBuffer"); public static readonly int g_vBoundsBuffer = Shader.PropertyToID("g_vBoundsBuffer"); public static readonly int _LightVolumeData = Shader.PropertyToID("_LightVolumeData"); 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"); public static readonly int g_BaseFeatureFlags = Shader.PropertyToID("g_BaseFeatureFlags"); public static readonly int g_TileFeatureFlags = Shader.PropertyToID("g_TileFeatureFlags"); public static readonly int g_DispatchIndirectBuffer = Shader.PropertyToID("g_DispatchIndirectBuffer"); public static readonly int g_TileList = Shader.PropertyToID("g_TileList"); public static readonly int g_NumTiles = Shader.PropertyToID("g_NumTiles"); public static readonly int g_NumTilesX = Shader.PropertyToID("g_NumTilesX"); public static readonly int _NumTiles = Shader.PropertyToID("_NumTiles"); public static readonly int _CookieTextures = Shader.PropertyToID("_CookieTextures"); public static readonly int _CookieCubeTextures = Shader.PropertyToID("_CookieCubeTextures"); public static readonly int _EnvCubemapTextures = Shader.PropertyToID("_EnvCubemapTextures"); public static readonly int _Env2DTextures = Shader.PropertyToID("_Env2DTextures"); public static readonly int _Env2DCaptureVP = Shader.PropertyToID("_Env2DCaptureVP"); 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 _PunctualLightCount = Shader.PropertyToID("_PunctualLightCount"); 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 _EnvProxyDatas = Shader.PropertyToID("_EnvProxyDatas"); public static readonly int _EnvLightCount = Shader.PropertyToID("_EnvLightCount"); public static readonly int _EnvProxyCount = Shader.PropertyToID("_EnvProxyCount"); public static readonly int _ShadowDatas = Shader.PropertyToID("_ShadowDatas"); 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"); public static readonly int g_isLogBaseBufferEnabled = Shader.PropertyToID("g_isLogBaseBufferEnabled"); public static readonly int g_vLayeredOffsetsBuffer = Shader.PropertyToID("g_vLayeredOffsetsBuffer"); public static readonly int _ViewTilesFlags = Shader.PropertyToID("_ViewTilesFlags"); public static readonly int _MousePixelCoord = Shader.PropertyToID("_MousePixelCoord"); public static readonly int _DebugFont = Shader.PropertyToID("_DebugFont"); public static readonly int _DebugEnvironmentProxyDepthScale = Shader.PropertyToID("_DebugEnvironmentProxyDepthScale"); 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"); public static readonly int _DebugMipMapMode = Shader.PropertyToID("_DebugMipMapMode"); public static readonly int _UseTileLightList = Shader.PropertyToID("_UseTileLightList"); public static readonly int _Time = Shader.PropertyToID("_Time"); public static readonly int _SinTime = Shader.PropertyToID("_SinTime"); public static readonly int _CosTime = Shader.PropertyToID("_CosTime"); public static readonly int unity_DeltaTime = Shader.PropertyToID("unity_DeltaTime"); public static readonly int _EnvLightSkyEnabled = Shader.PropertyToID("_EnvLightSkyEnabled"); public static readonly int _AmbientOcclusionParam = Shader.PropertyToID("_AmbientOcclusionParam"); public static readonly int _SkyTexture = Shader.PropertyToID("_SkyTexture"); public static readonly int _SkyTextureMipCount = Shader.PropertyToID("_SkyTextureMipCount"); public static readonly int _EnableSubsurfaceScattering = Shader.PropertyToID("_EnableSubsurfaceScattering"); public static readonly int _TransmittanceMultiplier = Shader.PropertyToID("_TransmittanceMultiplier"); public static readonly int _TexturingModeFlags = Shader.PropertyToID("_TexturingModeFlags"); public static readonly int _TransmissionFlags = Shader.PropertyToID("_TransmissionFlags"); public static readonly int _ThicknessRemaps = Shader.PropertyToID("_ThicknessRemaps"); public static readonly int _ShapeParams = Shader.PropertyToID("_ShapeParams"); public static readonly int _HalfRcpVariancesAndWeights = Shader.PropertyToID("_HalfRcpVariancesAndWeights"); public static readonly int _TransmissionTintsAndFresnel0 = Shader.PropertyToID("_TransmissionTintsAndFresnel0"); public static readonly int specularLightingUAV = Shader.PropertyToID("specularLightingUAV"); public static readonly int diffuseLightingUAV = Shader.PropertyToID("diffuseLightingUAV"); public static readonly int g_TileListOffset = Shader.PropertyToID("g_TileListOffset"); public static readonly int _LtcData = Shader.PropertyToID("_LtcData"); public static readonly int _PreIntegratedFGD = Shader.PropertyToID("_PreIntegratedFGD"); public static readonly int _LtcGGXMatrix = Shader.PropertyToID("_LtcGGXMatrix"); public static readonly int _LtcDisneyDiffuseMatrix = Shader.PropertyToID("_LtcDisneyDiffuseMatrix"); public static readonly int _LtcMultiGGXFresnelDisneyDiffuse = Shader.PropertyToID("_LtcMultiGGXFresnelDisneyDiffuse"); public static readonly int _MainDepthTexture = Shader.PropertyToID("_MainDepthTexture"); public static readonly int _DeferredShadowTexture = Shader.PropertyToID("_DeferredShadowTexture"); public static readonly int _DeferredShadowTextureUAV = Shader.PropertyToID("_DeferredShadowTextureUAV"); public static readonly int _DirectionalShadowIndex = Shader.PropertyToID("_DirectionalShadowIndex"); public static readonly int _DirectionalContactShadowParams = Shader.PropertyToID("_ScreenSpaceShadowsParameters"); public static readonly int _DirectionalContactShadowSampleCount = Shader.PropertyToID("_SampleCount"); public static readonly int _DirectionalLightDirection = Shader.PropertyToID("_LightDirection"); public static readonly int unity_OrthoParams = Shader.PropertyToID("unity_OrthoParams"); public static readonly int _ZBufferParams = Shader.PropertyToID("_ZBufferParams"); public static readonly int _ScreenParams = Shader.PropertyToID("_ScreenParams"); public static readonly int _ProjectionParams = Shader.PropertyToID("_ProjectionParams"); public static readonly int _WorldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos"); public static readonly int _StencilMask = Shader.PropertyToID("_StencilMask"); public static readonly int _StencilRef = Shader.PropertyToID("_StencilRef"); public static readonly int _StencilCmp = Shader.PropertyToID("_StencilCmp"); public static readonly int _SrcBlend = Shader.PropertyToID("_SrcBlend"); public static readonly int _DstBlend = Shader.PropertyToID("_DstBlend"); public static readonly int _HTile = Shader.PropertyToID("_HTile"); public static readonly int _SSSHTile = Shader.PropertyToID("_SSSHTile"); public 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 _ViewParam = Shader.PropertyToID("_ViewParam"); 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"); public static readonly int _TaaFrameIndex = Shader.PropertyToID("_TaaFrameIndex"); public static readonly int _TaaFrameRotation = Shader.PropertyToID("_TaaFrameRotation"); 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"); public static readonly int _EnableDBuffer = Shader.PropertyToID("_EnableDBuffer"); public static readonly int[] _GBufferTexture = { Shader.PropertyToID("_GBufferTexture0"), Shader.PropertyToID("_GBufferTexture1"), Shader.PropertyToID("_GBufferTexture2"), Shader.PropertyToID("_GBufferTexture3"), Shader.PropertyToID("_GBufferTexture4"), Shader.PropertyToID("_GBufferTexture5"), Shader.PropertyToID("_GBufferTexture6"), Shader.PropertyToID("_GBufferTexture7") }; public static readonly int[] _DBufferTexture = { Shader.PropertyToID("_DBufferTexture0"), Shader.PropertyToID("_DBufferTexture1"), Shader.PropertyToID("_DBufferTexture2"), Shader.PropertyToID("_DBufferTexture3") }; public static readonly int[] _SSSBufferTexture = { Shader.PropertyToID("_SSSBufferTexture0"), Shader.PropertyToID("_SSSBufferTexture1"), Shader.PropertyToID("_SSSBufferTexture2"), Shader.PropertyToID("_SSSBufferTexture3"), }; public static readonly int _VelocityTexture = Shader.PropertyToID("_VelocityTexture"); public static readonly int _ShadowMaskTexture = Shader.PropertyToID("_ShadowMaskTexture"); 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("_GaussianColorMip2"), Shader.PropertyToID("_GaussianColorMip3"), Shader.PropertyToID("_GaussianColorMip4"), Shader.PropertyToID("_GaussianColorMip5"), Shader.PropertyToID("_GaussianColorMip6"), Shader.PropertyToID("_GaussianColorMip7"), Shader.PropertyToID("_GaussianColorMip8"), Shader.PropertyToID("_GaussianColorMip9"), Shader.PropertyToID("_GaussianColorMip10"), Shader.PropertyToID("_GaussianColorMip11"), Shader.PropertyToID("_GaussianColorMip12"), Shader.PropertyToID("_GaussianColorMip13"), Shader.PropertyToID("_GaussianColorMip14"), }; public static readonly int _DepthPyramidMipSize = Shader.PropertyToID("_PyramidDepthMipSize"); public static readonly int[] _DepthPyramidMips = { Shader.PropertyToID("_DepthPyramidMip0"), Shader.PropertyToID("_DepthPyramidMip1"), Shader.PropertyToID("_DepthPyramidMip2"), Shader.PropertyToID("_DepthPyramidMip3"), Shader.PropertyToID("_DepthPyramidMip4"), Shader.PropertyToID("_DepthPyramidMip5"), Shader.PropertyToID("_DepthPyramidMip6"), Shader.PropertyToID("_DepthPyramidMip7"), Shader.PropertyToID("_DepthPyramidMip8"), Shader.PropertyToID("_DepthPyramidMip9"), Shader.PropertyToID("_DepthPyramidMip10"), Shader.PropertyToID("_DepthPyramidMip11"), Shader.PropertyToID("_DepthPyramidMip12"), Shader.PropertyToID("_DepthPyramidMip13"), Shader.PropertyToID("_DepthPyramidMip14"), }; public static readonly int _DebugColorPickerTexture = Shader.PropertyToID("_DebugColorPickerTexture"); public static readonly int _ColorPickerParam = Shader.PropertyToID("_ColorPickerParam"); public static readonly int _ColorPickerMode = Shader.PropertyToID("_ColorPickerMode"); public static readonly int _ApplyLinearToSRGB = Shader.PropertyToID("_ApplyLinearToSRGB"); public static readonly int _ColorPickerFontColor = Shader.PropertyToID("_ColorPickerFontColor"); public static readonly int _DebugFullScreenTexture = Shader.PropertyToID("_DebugFullScreenTexture"); public static readonly int _BlitTexture = Shader.PropertyToID("_BlitTexture"); 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"); public static readonly int _CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture"); public static readonly int _CameraMotionVectorsTexture = Shader.PropertyToID("_CameraMotionVectorsTexture"); public static readonly int _FullScreenDebugMode = Shader.PropertyToID("_FullScreenDebugMode"); public static readonly int _InputCubemap = Shader.PropertyToID("_InputCubemap"); public static readonly int _Mipmap = Shader.PropertyToID("_Mipmap"); public static readonly int _DiffusionProfile = Shader.PropertyToID("_DiffusionProfile"); 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"); public static readonly int _Cubemap = Shader.PropertyToID("_Cubemap"); public static readonly int _SkyParam = Shader.PropertyToID("_SkyParam"); public static readonly int _PixelCoordToViewDirWS = Shader.PropertyToID("_PixelCoordToViewDirWS"); public static readonly int _Size = Shader.PropertyToID("_Size"); public static readonly int _Source4 = Shader.PropertyToID("_Source4"); public static readonly int _Result1 = Shader.PropertyToID("_Result1"); public static readonly int _GlobalFog_Extinction = Shader.PropertyToID("_GlobalFog_Extinction"); public static readonly int _GlobalFog_Scattering = Shader.PropertyToID("_GlobalFog_Scattering"); public static readonly int _VBufferResolution = Shader.PropertyToID("_VBufferResolution"); public static readonly int _VBufferScaleAndSliceCount = Shader.PropertyToID("_VBufferScaleAndSliceCount"); public static readonly int _VBufferDepthEncodingParams = Shader.PropertyToID("_VBufferDepthEncodingParams"); public static readonly int _VBufferCoordToViewDirWS = Shader.PropertyToID("_VBufferCoordToViewDirWS"); public static readonly int _VBufferDensity = Shader.PropertyToID("_VBufferDensity"); public static readonly int _VBufferLighting = Shader.PropertyToID("_VBufferLighting"); public static readonly int _VBufferLightingIntegral = Shader.PropertyToID("_VBufferLightingIntegral"); public static readonly int _VBufferLightingHistory = Shader.PropertyToID("_VBufferLightingHistory"); public static readonly int _VBufferLightingFeedback = Shader.PropertyToID("_VBufferLightingFeedback"); public static readonly int _VBufferSampleOffset = Shader.PropertyToID("_VBufferSampleOffset"); } }