您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
307 行
22 KiB
307 行
22 KiB
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 _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");
|
|
public static readonly int _GBufferTexture4 = Shader.PropertyToID("_GBufferTexture4");
|
|
public static readonly int _GBufferTexture5 = Shader.PropertyToID("_GBufferTexture5");
|
|
public static readonly int _GBufferTexture6 = Shader.PropertyToID("_GBufferTexture6");
|
|
public static readonly int _GBufferTexture7 = Shader.PropertyToID("_GBufferTexture7");
|
|
|
|
public static readonly int _SSSBufferTexture0 = Shader.PropertyToID("_SSSBufferTexture0");
|
|
public static readonly int _SSSBufferTexture1 = Shader.PropertyToID("_SSSBufferTexture1");
|
|
public static readonly int _SSSBufferTexture2 = Shader.PropertyToID("_SSSBufferTexture2");
|
|
public static readonly int _SSSBufferTexture3 = Shader.PropertyToID("_SSSBufferTexture3");
|
|
|
|
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 _EnvTextures = Shader.PropertyToID("_EnvTextures");
|
|
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 _EnvLightCount = Shader.PropertyToID("_EnvLightCount");
|
|
public static readonly int _ShadowDatas = Shader.PropertyToID("_ShadowDatas");
|
|
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");
|
|
|
|
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 _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 _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 _UseDisneySSS = Shader.PropertyToID("_UseDisneySSS");
|
|
public static readonly int _EnableSSSAndTransmission = Shader.PropertyToID("_EnableSSSAndTransmission");
|
|
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 _TransmissionTints = Shader.PropertyToID("_TransmissionTints");
|
|
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 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 _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 _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");
|
|
|
|
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[] _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 _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 _DebugFullScreenTexture = Shader.PropertyToID("_DebugFullScreenTexture");
|
|
|
|
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 _CameraPosDiff = Shader.PropertyToID("_CameraPosDiff");
|
|
|
|
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 _SubsurfaceProfile = Shader.PropertyToID("_SubsurfaceProfile");
|
|
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 _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");
|
|
|
|
public static readonly int _Size = Shader.PropertyToID("_Size");
|
|
public static readonly int _Source4 = Shader.PropertyToID("_Source4");
|
|
public static readonly int _Result1 = Shader.PropertyToID("_Result1");
|
|
}
|
|
}
|