using UnityEngine; using UnityEngine.Rendering; namespace HTraceWSGI.Scripts.Globals { public static class HShaderParams { // ---------------------------------------------- Globals, "g_" prefix ---------------------------------------------- public static readonly int g_HTraceGBuffer0 = Shader.PropertyToID("g_HTraceGBuffer0"); public static readonly int g_HTraceGBuffer1 = Shader.PropertyToID("g_HTraceGBuffer1"); public static readonly int g_HTraceGBuffer2 = Shader.PropertyToID("g_HTraceGBuffer2"); public static readonly int g_HTraceGBuffer3 = Shader.PropertyToID("g_HTraceGBuffer3"); public static readonly int g_HTraceRenderLayerMask = Shader.PropertyToID("g_HTraceRenderLayerMask"); public static readonly int g_HTraceColor = Shader.PropertyToID("g_HTraceColor"); public static readonly int g_HTraceDepth = Shader.PropertyToID("g_HTraceDepth"); public static readonly int g_HTraceDepthPyramidWSGI = Shader.PropertyToID("g_HTraceDepthPyramidWSGI"); public static readonly int g_HTraceStencilBuffer = Shader.PropertyToID("g_HTraceStencilBuffer"); public static readonly int g_HTraceMotionVectors = Shader.PropertyToID("g_HTraceMotionVectors"); public static readonly int g_HTraceMotionMask = Shader.PropertyToID("g_HTraceMotionMask"); public static readonly int g_HTraceBufferGI = Shader.PropertyToID("_HTraceBufferGI"); public static readonly int g_HTraceShadowmap = Shader.PropertyToID("g_HTraceShadowmap"); public static readonly int g_LightClusterDebug = Shader.PropertyToID("g_LightClusterDebug"); public static readonly int g_CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture"); public static readonly int g_CameraNormalsTexture = Shader.PropertyToID("_CameraNormalsTexture"); public static readonly int g_VoxelPositionPyramid = Shader.PropertyToID("_VoxelPositionPyramid"); public static readonly int g_ProbeSize = Shader.PropertyToID("_ProbeSize"); public static readonly int g_OctahedralSize = Shader.PropertyToID("_OctahedralSize"); public static readonly int g_HFrameIndex = Shader.PropertyToID("_HFrameIndex"); public static readonly int g_ReprojectSkippedFrame = Shader.PropertyToID("_ReprojectSkippedFrame"); public static readonly int g_PersistentHistorySamples = Shader.PropertyToID("_PersistentHistorySamples"); public static readonly int g_SkyOcclusionCone = Shader.PropertyToID("_SkyOcclusionCone"); public static readonly int g_DirectionalLightIntensity = Shader.PropertyToID("_DirectionalLightIntensity"); public static readonly int g_SurfaceDiffuseIntensity = Shader.PropertyToID("_SurfaceDiffuseIntensity"); public static readonly int g_SkyLightIntensity = Shader.PropertyToID("_SkyLightIntensity"); public static readonly int g_HashBuffer_Key = Shader.PropertyToID("_HashBuffer_Key"); public static readonly int g_HashBuffer_Payload = Shader.PropertyToID("_HashBuffer_Payload"); public static readonly int g_HashBuffer_Counter = Shader.PropertyToID("_HashBuffer_Counter"); public static readonly int g_HashBuffer_Radiance = Shader.PropertyToID("_HashBuffer_Radiance"); public static readonly int g_HashBuffer_Position = Shader.PropertyToID("_HashBuffer_Position"); public static readonly int g_HashStorageSize = Shader.PropertyToID("_HashStorageSize"); public static readonly int g_HashUpdateFraction = Shader.PropertyToID("_HashUpdateFraction"); public static readonly int g_TestCheckbox = Shader.PropertyToID("_TestCheckbox"); // ---------------------------------------------- GBuffer ---------------------------------------------- public static readonly int _GBuffer0 = Shader.PropertyToID("_GBuffer0"); public static readonly int _GBuffer1 = Shader.PropertyToID("_GBuffer1"); public static readonly int _GBuffer2 = Shader.PropertyToID("_GBuffer2"); public static readonly int _GBuffer3 = Shader.PropertyToID("_GBuffer3"); public static readonly int _CameraRenderingLayersTexture = Shader.PropertyToID("_CameraRenderingLayersTexture"); public static readonly int _GBufferTexture0 = Shader.PropertyToID("_GBufferTexture0"); public static readonly int _RenderingLayerMaskTexture = Shader.PropertyToID("_RenderingLayerMaskTexture"); public static readonly int _CameraGBufferTexture0 = Shader.PropertyToID("_CameraGBufferTexture0"); public static readonly int H_SHAr = Shader.PropertyToID("H_SHAr"); public static readonly int H_SHAg = Shader.PropertyToID("H_SHAg"); public static readonly int H_SHAb = Shader.PropertyToID("H_SHAb"); public static readonly int H_SHBr = Shader.PropertyToID("H_SHBr"); public static readonly int H_SHBg = Shader.PropertyToID("H_SHBg"); public static readonly int H_SHBb = Shader.PropertyToID("H_SHBb"); public static readonly int H_SHC = Shader.PropertyToID("H_SHC"); public static readonly string _GBUFFER_NORMALS_OCT = "_GBUFFER_NORMALS_OCT"; public static readonly string _WRITE_RENDERING_LAYERS = "_WRITE_RENDERING_LAYERS"; public static readonly ShaderTagId UniversalGBufferTag = new ShaderTagId("UniversalGBuffer"); // DepthPyramid public static readonly int _DepthIntermediate = Shader.PropertyToID("_DepthIntermediate"); public static readonly int _DepthIntermediate_Output = Shader.PropertyToID("_DepthIntermediate_Output"); public static readonly int _DepthPyramid_OutputMIP0 = Shader.PropertyToID("_DepthPyramid_OutputMIP0"); public static readonly int _DepthPyramid_OutputMIP1 = Shader.PropertyToID("_DepthPyramid_OutputMIP1"); public static readonly int _DepthPyramid_OutputMIP2 = Shader.PropertyToID("_DepthPyramid_OutputMIP2"); public static readonly int _DepthPyramid_OutputMIP3 = Shader.PropertyToID("_DepthPyramid_OutputMIP3"); public static readonly int _DepthPyramid_OutputMIP4 = Shader.PropertyToID("_DepthPyramid_OutputMIP4"); public static readonly int _DepthPyramid_OutputMIP5 = Shader.PropertyToID("_DepthPyramid_OutputMIP5"); public static readonly int _DepthPyramid_OutputMIP6 = Shader.PropertyToID("_DepthPyramid_OutputMIP6"); public static readonly int _DepthPyramid_OutputMIP7 = Shader.PropertyToID("_DepthPyramid_OutputMIP7"); public static readonly int _DepthPyramid_OutputMIP8 = Shader.PropertyToID("_DepthPyramid_OutputMIP8"); // ---------------------------------------------- Matrix ---------------------------------------------- public static readonly int H_MATRIX_VP = Shader.PropertyToID("_H_MATRIX_VP"); public static readonly int H_MATRIX_I_VP = Shader.PropertyToID("_H_MATRIX_I_VP"); public static readonly int H_MATRIX_PREV_VP = Shader.PropertyToID("_H_MATRIX_PREV_VP"); public static readonly int H_MATRIX_PREV_I_VP = Shader.PropertyToID("_H_MATRIX_PREV_I_VP"); // ---------------------------------------------- Additional ---------------------------------------------- public static int HRenderScale = Shader.PropertyToID("_HRenderScale"); public static int HRenderScalePrevious = Shader.PropertyToID("_HRenderScalePrevious"); public static int FrameCount = Shader.PropertyToID("_FrameCount"); public static int ScreenSize = Shader.PropertyToID("_ScreenSize"); // ---------------------------------------------- Shared Params Other ---------------------------------------------- public static readonly int _BentNormalAmbientOcclusion_Output = Shader.PropertyToID("_BentNormalAmbientOcclusion_Output"); public static readonly int _NormalDepthHalf_Output = Shader.PropertyToID("_NormalDepthHalf_Output"); public static readonly int _Camera_FOV = Shader.PropertyToID("_Camera_FOV"); public static readonly int _AmbientOcclusion = Shader.PropertyToID("_AmbientOcclusion"); public static readonly int _NormalDepthHalf = Shader.PropertyToID("_NormalDepthHalf"); public static readonly int _BentNormalAO_Output = Shader.PropertyToID("_BentNormalAO_Output"); public static readonly int _GeometryNormal_Output = Shader.PropertyToID("_GeometryNormal_Output"); public static readonly int _PointDistribution_Output = Shader.PropertyToID("_PointDistribution_Output"); public static readonly int _SpatialOffsetsBuffer_Output = Shader.PropertyToID("_SpatialOffsetsBuffer_Output"); public static readonly int g_GeometryNormal = Shader.PropertyToID("g_GeometryNormal"); public static readonly int _ProbeNormalDepth_Output = Shader.PropertyToID("_ProbeNormalDepth_Output"); public static readonly int _ProbeDiffuse_Output = Shader.PropertyToID("_ProbeDiffuse_Output"); public static readonly int _SSAO = Shader.PropertyToID("_SSAO"); public static readonly int _ProbeSSAO_Output = Shader.PropertyToID("_ProbeSSAO_Output"); public static readonly int _ProbeNormalDepth = Shader.PropertyToID("_ProbeNormalDepth"); public static readonly int _HistoryIndirection = Shader.PropertyToID("_HistoryIndirection"); public static readonly int _ProbeWorldPosNormal_History = Shader.PropertyToID("_ProbeWorldPosNormal_History"); public static readonly int _ReprojectionCoords_Output = Shader.PropertyToID("_ReprojectionCoords_Output"); public static readonly int _ReprojectionWeights_Output = Shader.PropertyToID("_ReprojectionWeights_Output"); public static readonly int _PersistentReprojectionWeights_Output = Shader.PropertyToID("_PersistentReprojectionWeights_Output"); public static readonly int _PersistentReprojectionCoord_Output = Shader.PropertyToID("_PersistentReprojectionCoord_Output"); public static readonly int _ReprojectionCoords = Shader.PropertyToID("_ReprojectionCoords"); public static readonly int _RayDirectionsJittered_Output = Shader.PropertyToID("_RayDirectionsJittered_Output"); public static readonly int _IndirectCoordsSS_Output = Shader.PropertyToID("_IndirectCoordsSS_Output"); public static readonly int _IndirectCoordsOV_Output = Shader.PropertyToID("_IndirectCoordsOV_Output"); public static readonly int _IndirectCoordsSF_Output = Shader.PropertyToID("_IndirectCoordsSF_Output"); public static readonly int _RayCounter_Output = Shader.PropertyToID("_RayCounter_Output"); public static readonly int _RayCounter = Shader.PropertyToID("_RayCounter"); public static readonly int _TracingCoords = Shader.PropertyToID("_TracingCoords"); public static readonly int _IndirectArguments_Output = Shader.PropertyToID("_IndirectArguments_Output"); public static readonly int _RayCounterIndex = Shader.PropertyToID("_RayCounterIndex"); public static readonly int _NormalDepth_History = Shader.PropertyToID("_NormalDepth_History"); public static readonly int _RayDirection = Shader.PropertyToID("_RayDirection"); public static readonly int _HitDistance_Output = Shader.PropertyToID("_HitDistance_Output"); public static readonly int _HitCoord_Output = Shader.PropertyToID("_HitCoord_Output"); public static readonly int _IndexXR = Shader.PropertyToID("_IndexXR"); public static readonly int _ColorPyramid_History = Shader.PropertyToID("_ColorPyramid_History"); public static readonly int _Radiance_History = Shader.PropertyToID("_Radiance_History"); public static readonly int _HitCoord = Shader.PropertyToID("_HitCoord"); public static readonly int _HitRadiance_Output = Shader.PropertyToID("_HitRadiance_Output"); public static readonly int _HitDistance = Shader.PropertyToID("_HitDistance"); public static readonly int _TracingRayCounter_Output = Shader.PropertyToID("_TracingRayCounter_Output"); public static readonly int _TracingCoords_Output = Shader.PropertyToID("_TracingCoords_Output"); public static readonly int _VoxelPayload_Output = Shader.PropertyToID("_VoxelPayload_Output"); public static readonly int _PointDistribution = Shader.PropertyToID("_PointDistribution"); public static readonly int _RayLength = Shader.PropertyToID("_RayLength"); public static readonly int _VoxelPayload = Shader.PropertyToID("_VoxelPayload"); public static readonly int _HashUpdateFrameIndex = Shader.PropertyToID("_HashUpdateFrameIndex"); public static readonly int _RadianceAtlas = Shader.PropertyToID("_RadianceAtlas"); public static readonly int _RayDistanceSS = Shader.PropertyToID("_RayDistanceSS"); public static readonly int _RayDistanceWS = Shader.PropertyToID("_RayDistanceWS"); public static readonly int _ReprojectionWeights = Shader.PropertyToID("_ReprojectionWeights"); public static readonly int _PersistentReprojectionCoord = Shader.PropertyToID("_PersistentReprojectionCoord"); public static readonly int _ProbeAmbientOcclusion_History = Shader.PropertyToID("_ProbeAmbientOcclusion_History"); public static readonly int _ProbeAmbientOcclusion_Output = Shader.PropertyToID("_ProbeAmbientOcclusion_Output"); public static readonly int _ProbeNormalDepth_History = Shader.PropertyToID("_ProbeNormalDepth_History"); public static readonly int _SpatialOffsets_Output = Shader.PropertyToID("_SpatialOffsets_Output"); public static readonly int _SpatialWeights_Output = Shader.PropertyToID("_SpatialWeights_Output"); public static readonly int _SpatialOffsetsBuffer = Shader.PropertyToID("_SpatialOffsetsBuffer"); public static readonly int _SpatialWeightsPacked = Shader.PropertyToID("_SpatialWeightsPacked"); public static readonly int _SpatialOffsetsPacked = Shader.PropertyToID("_SpatialOffsetsPacked"); public static readonly int _ProbeAmbientOcclusion = Shader.PropertyToID("_ProbeAmbientOcclusion"); public static readonly int _ProbeAmbientOcclusion_ArrayOutput = Shader.PropertyToID("_ProbeAmbientOcclusion_ArrayOutput"); public static readonly int _ProbeAmbientOcclusion_OutputFiltered = Shader.PropertyToID("_ProbeAmbientOcclusion_OutputFiltered"); public static readonly int _ShadowGuidanceMask = Shader.PropertyToID("_ShadowGuidanceMask"); public static readonly int _RayDistance = Shader.PropertyToID("_RayDistance"); public static readonly int _ProbeDiffuse = Shader.PropertyToID("_ProbeDiffuse"); public static readonly int _ReservoirAtlas_Output = Shader.PropertyToID("_ReservoirAtlas_Output"); public static readonly int _ReservoirAtlas_History = Shader.PropertyToID("_ReservoirAtlas_History"); public static readonly int _ReservoirAtlasRayData_Output = Shader.PropertyToID("_ReservoirAtlasRayData_Output"); public static readonly int _ReservoirAtlasRadianceData_Output = Shader.PropertyToID("_ReservoirAtlasRadianceData_Output"); public static readonly int _UseDiffuseWeight = Shader.PropertyToID("_UseDiffuseWeight"); public static readonly int _PassNumber = Shader.PropertyToID("_PassNumber"); public static readonly int _ReservoirAtlasRayData = Shader.PropertyToID("_ReservoirAtlasRayData"); public static readonly int _ReservoirAtlasRadianceData = Shader.PropertyToID("_ReservoirAtlasRadianceData"); public static readonly int _ShadowGuidanceMask_History = Shader.PropertyToID("_ShadowGuidanceMask_History"); public static readonly int _ShadowGuidanceMask_Output = Shader.PropertyToID("_ShadowGuidanceMask_Output"); public static readonly int _ReservoirAtlasRayData_Disocclusion = Shader.PropertyToID("_ReservoirAtlasRayData_Disocclusion"); public static readonly int _ReservoirAtlas = Shader.PropertyToID("_ReservoirAtlas"); public static readonly int _ReservoirAtlas_ArrayOutput = Shader.PropertyToID("_ReservoirAtlas_ArrayOutput"); public static readonly int _ReservoirAtlasRadianceData_Inout = Shader.PropertyToID("_ReservoirAtlasRadianceData_Inout"); public static readonly int _SampleCount_History = Shader.PropertyToID("_SampleCount_History"); public static readonly int _SampleCount_Output = Shader.PropertyToID("_SampleCount_Output"); public static readonly int _SampleCount = Shader.PropertyToID("_SampleCount"); public static readonly int _ReprojectionCoord = Shader.PropertyToID("_ReprojectionCoord"); public static readonly int _HistoryArrayIndex = Shader.PropertyToID("_HistoryArrayIndex"); public static readonly int _ProbeWorldPosNormal_HistoryOutput = Shader.PropertyToID("_ProbeWorldPosNormal_HistoryOutput"); public static readonly int _Temp = Shader.PropertyToID("_Temp"); public static readonly int _PackedSH_A_Output = Shader.PropertyToID("_PackedSH_A_Output"); public static readonly int _PackedSH_B_Output = Shader.PropertyToID("_PackedSH_B_Output"); public static readonly int _ProbeSSAO = Shader.PropertyToID("_ProbeSSAO"); public static readonly int _PackedSH_A = Shader.PropertyToID("_PackedSH_A"); public static readonly int _PackedSH_B = Shader.PropertyToID("_PackedSH_B"); public static readonly int _BentNormalsAO = Shader.PropertyToID("_BentNormalsAO"); public static readonly int _Radiance_Output = Shader.PropertyToID("_Radiance_Output"); public static readonly int _IndirectLightingIntensity = Shader.PropertyToID("_IndirectLightingIntensity"); public static readonly int _AO_Intensity = Shader.PropertyToID("_AO_Intensity"); public static readonly int _Radiance = Shader.PropertyToID("_Radiance"); public static readonly int _LuminanceDelta_Output = Shader.PropertyToID("_LuminanceDelta_Output"); public static readonly int _LuminanceDelta_History = Shader.PropertyToID("_LuminanceDelta_History"); public static readonly int _Radiance_HistoryOutput = Shader.PropertyToID("_Radiance_HistoryOutput"); public static readonly int _NormalDepth_HistoryOutput = Shader.PropertyToID("_NormalDepth_HistoryOutput"); public static readonly int _ShadowGuidanceMask_Samplecount = Shader.PropertyToID("_ShadowGuidanceMask_Samplecount"); public static readonly int _ShadowGuidanceMask_SamplecountHistoryOutput = Shader.PropertyToID("_ShadowGuidanceMask_SamplecountHistoryOutput"); public static readonly int _ShadowGuidanceMask_CheckerboardHistoryOutput = Shader.PropertyToID("_ShadowGuidanceMask_CheckerboardHistoryOutput"); public static readonly int _ShadowGuidanceMask_Accumulated = Shader.PropertyToID("_ShadowGuidanceMask_Accumulated"); public static readonly int _ShadowGuidanceMask_HistoryOutput = Shader.PropertyToID("_ShadowGuidanceMask_HistoryOutput"); public static readonly int _InputA = Shader.PropertyToID("_InputA"); public static readonly int _InputB = Shader.PropertyToID("_InputB"); public static readonly int _Output = Shader.PropertyToID("_Output"); public static readonly int _DebugCameraFrustum = Shader.PropertyToID("_DebugCameraFrustum"); public static readonly int _DebugRayDirection = Shader.PropertyToID("_DebugRayDirection"); public static readonly int _Visualization_Output = Shader.PropertyToID("_Visualization_Output"); public static readonly int _MultibounceMode = Shader.PropertyToID("_MultibounceMode"); public static readonly int _HTraceReflectionsGI_SpatialFilteringRadius = Shader.PropertyToID("_HTraceReflectionsGI_SpatialFilteringRadius"); public static readonly int _HTraceReflectionsGI_JitterRadius = Shader.PropertyToID("_HTraceReflectionsGI_JitterRadius"); public static readonly int _HTraceReflectionsGI_TemporalJitter = Shader.PropertyToID("_HTraceReflectionsGI_TemporalJitter"); public static readonly int _HTraceReflectionsGI_RayBias = Shader.PropertyToID("_HTraceReflectionsGI_RayBias"); public static readonly int _HTraceReflectionsGI_MaxRayLength = Shader.PropertyToID("_HTraceReflectionsGI_MaxRayLength"); public static readonly int _ClearTexture = Shader.PropertyToID("_ClearTexture"); } }