using UnityEngine; namespace VolumetricLights { public partial class VolumetricLight : MonoBehaviour { static class ShaderParams { public static int RayMarchSettings = Shader.PropertyToID("_RayMarchSettings"); public static int RayMarchMaxSteps = Shader.PropertyToID("_RayMarchMaxSteps"); public static int Density = Shader.PropertyToID("_Density"); public static int FallOff = Shader.PropertyToID("_FallOff"); public static int RangeFallOff = Shader.PropertyToID("_DistanceFallOff"); public static int Penumbra = Shader.PropertyToID("_Border"); public static int DirectLightData = Shader.PropertyToID("_DirectLightData"); public static int NoiseFinalMultiplier = Shader.PropertyToID("_NoiseFinalMultiplier"); public static int NoiseScale = Shader.PropertyToID("_NoiseScale"); public static int NoiseStrength = Shader.PropertyToID("_NoiseStrength"); public static int NoiseTex = Shader.PropertyToID("_NoiseTex"); public static int BlendDest = Shader.PropertyToID("_BlendDest"); public static int BlendSrc = Shader.PropertyToID("_BlendSrc"); public static int BlendOp = Shader.PropertyToID("_BlendOp"); public static int FlipDepthTexture = Shader.PropertyToID("_FlipDepthTexture"); public static int AreaExtents = Shader.PropertyToID("_AreaExtents"); public static int BoundsExtents = Shader.PropertyToID("_BoundsExtents"); public static int BoundsCenter = Shader.PropertyToID("_BoundsCenter"); public static int MeshBoundsExtents = Shader.PropertyToID("_MeshBoundsExtents"); public static int MeshBoundsCenter = Shader.PropertyToID("_MeshBoundsCenter"); public static int ExtraGeoData = Shader.PropertyToID("_ExtraGeoData"); public static int ConeAxis = Shader.PropertyToID("_ConeAxis"); public static int ConeTipData = Shader.PropertyToID("_ConeTipData"); public static int WorldToLocalMatrix = Shader.PropertyToID("_WorldToLocal"); public static int ToLightDir = Shader.PropertyToID("_ToLightDir"); public static int WindDirection = Shader.PropertyToID("_WindDirection"); public static int LightColor = Shader.PropertyToID("_LightColor"); public static int ParticleLightColor = Shader.PropertyToID("_ParticleLightColor"); public static int ParticleDistanceAtten = Shader.PropertyToID("_ParticleDistanceAtten"); public static int CookieTexture = Shader.PropertyToID("_Cookie2D"); public static int CookieTexture_ScaleAndSpeed = Shader.PropertyToID("_Cookie2D_SS"); public static int CookieTexture_Offset = Shader.PropertyToID("_Cookie2D_Offset"); public static int BlueNoiseTexture = Shader.PropertyToID("_BlueNoise"); public static int ShadowTexture = Shader.PropertyToID("_ShadowTexture"); public static int ShadowCubemap = Shader.PropertyToID("_ShadowCubemap"); public static int ShadowIntensity = Shader.PropertyToID("_ShadowIntensity"); public static int ShadowColor = Shader.PropertyToID("_ShadowColor"); public static int TranslucencyTexture = Shader.PropertyToID("_TranslucencyTexture"); public static int ShadowMatrix = Shader.PropertyToID("_ShadowMatrix"); public static int LightPos = Shader.PropertyToID("_LightPos"); public static int InvVPMatrix = Shader.PropertyToID("_I_VP_Matrix"); public static int NearClipDistance = Shader.PropertyToID("_NearClipDistance"); // shader keywords public const string SKW_NOISE = "VL_NOISE"; public const string SKW_BLUENOISE = "VL_BLUENOISE"; public const string SKW_SPOT = "VL_SPOT"; public const string SKW_SPOT_COOKIE = "VL_SPOT_COOKIE"; public const string SKW_POINT = "VL_POINT"; public const string SKW_AREA_RECT = "VL_AREA_RECT"; public const string SKW_AREA_DISC = "VL_AREA_DISC"; public const string SKW_SHADOWS = "VL_SHADOWS"; public const string SKW_SHADOWS_TRANSLUCENCY = "VL_SHADOWS_TRANSLUCENCY"; public const string SKW_SHADOWS_CUBEMAP = "VL_SHADOWS_CUBEMAP"; public const string SKW_CAST_DIRECT_LIGHT_ADDITIVE = "VL_CAST_DIRECT_LIGHT_ADDITIVE"; public const string SKW_CAST_DIRECT_LIGHT_BLEND = "VL_CAST_DIRECT_LIGHT_BLEND"; public const string SKW_PHYSICAL_ATTEN = "VL_PHYSICAL_ATTEN"; public const string SKW_CUSTOM_BOUNDS = "VL_CUSTOM_BOUNDS"; } } }