// Stylized Water 3 by Staggart Creations (http://staggart.xyz) // COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms) // • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited! // • Uploading this file to a public repository will subject it to an automated DMCA takedown request. using UnityEngine; namespace StylizedWater3 { public static class ShaderParams { public static class Properties { public static readonly int _Direction = Shader.PropertyToID("_Direction"); public static readonly int _Speed = Shader.PropertyToID("_Speed"); public static readonly int _WaveSpeed = Shader.PropertyToID("_WaveSpeed"); public static readonly int _WaveFrequency = Shader.PropertyToID("_WaveFrequency"); public static readonly int _WaveMaxLayers = Shader.PropertyToID("_WaveMaxLayers"); public static readonly int _WaveHeight = Shader.PropertyToID("_WaveHeight"); public static readonly int _WaveProfile = Shader.PropertyToID("_WaveProfile"); } public static class Keywords { public const string Waves = "_WAVES"; public const string Translucency = "_TRANSLUCENCY"; public const string Caustics = "_CAUSTICS"; public const string Refraction = "_REFRACTION"; public const string River = "_RIVER"; public const string UnderwaterRendering = "UNDERWATER_ENABLED"; public const string DynamicEffects = "DYNAMIC_EFFECTS_ENABLED"; public const string WaterHeightPass = "WATER_HEIGHT_PASS"; } public static class LightModes { public const string WaterHeight = "WaterHeight"; } public static class ShaderNames { public const string TESSELLATION_NAME_SUFFIX = " (Tessellation)"; public const string HeightProcessor = "Hidden/StylizedWater3/HeightProcessor"; public const string TerrainHeight = "Hidden/StylizedWater3/TerrainHeight"; } public static class Passes { //Keep in sync with shader! public const string HeightPrePass = "Height"; } } }