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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 _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 _DebugLightingSubMode = Shader.PropertyToID("_DebugLightingSubMode");
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 _PyramidDepthTexture = 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 _RequireToFlipInputTexture = Shader.PropertyToID("_RequireToFlipInputTexture");
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 _GlobalFog_Asymmetry = Shader.PropertyToID("_GlobalFog_Asymmetry");
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");
}
}