/// /// Shiny SSRR - Screen Space Reflections for URP - (c) 2021 Kronnect /// using UnityEngine; namespace ShinySSRR { public static class ShaderParams { // input textures public static int MainTex = Shader.PropertyToID("_MainTex"); public static int NoiseTex = Shader.PropertyToID("_NoiseTex"); public static int BumpMap = Shader.PropertyToID("_BumpMap"); public static int BumpMap_ST = Shader.PropertyToID("_BumpMap_ST"); public static int BumpMap_Scale = Shader.PropertyToID("_BumpScale"); public static int BaseMap_ST = Shader.PropertyToID("_BaseMap_ST"); public static int OcclusionMap = Shader.PropertyToID("_OcclusionMap"); public static int OcclusionStrength = Shader.PropertyToID("_OcclusionStrength"); public static int MetallicGradientTex = Shader.PropertyToID("_MetallicGradientTex"); public static int SmoothnessGradientTex = Shader.PropertyToID("_SmoothnessGradientTex"); public static int SkyboxCubemap = Shader.PropertyToID("_SkyboxCubemap"); // RG supplemental ids public static int CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture"); public static int CameraNormalsTexture = Shader.PropertyToID("_CameraNormalsTexture"); public static int MotionVectorTexture = Shader.PropertyToID("_MotionVectorTexture"); public static int CameraGBuffer0 = Shader.PropertyToID("_GBuffer0"); public static int CameraGBuffer1 = Shader.PropertyToID("_GBuffer1"); public static int CameraGBuffer2 = Shader.PropertyToID("_GBuffer2"); // shader uniforms public static int Color = Shader.PropertyToID("_Color"); public static int BaseColor = Shader.PropertyToID("_BaseColor"); public static int Smoothness = Shader.PropertyToID("_Smoothness"); public static int Reflectivity = Shader.PropertyToID("_Metallic"); public static int SmoothnessMap = Shader.PropertyToID("_SmoothnessMap"); public static int MetallicGlossMap = Shader.PropertyToID("_MetallicGlossMap"); public static int MaterialData = Shader.PropertyToID("_MaterialData"); public static int DistortionData = Shader.PropertyToID("_DistortionData"); public static int SSRSettings = Shader.PropertyToID("_SSRSettings"); public static int SSRSettings2 = Shader.PropertyToID("_SSRSettings2"); public static int SSRSettings3 = Shader.PropertyToID("_SSRSettings3"); public static int SSRSettings4 = Shader.PropertyToID("_SSRSettings4"); public static int SSRSettings5 = Shader.PropertyToID("_SSRSettings5"); public static int SSRSettings6 = Shader.PropertyToID("_SSRSettings6"); public static int SSRSettings7 = Shader.PropertyToID("_SSRSettings7"); public static int SSRBlurStrength = Shader.PropertyToID("_SSRBlurStrength"); public static int EdgeAwareEnabled = Shader.PropertyToID("_EdgeAwareEnabled"); public static int WorldToViewDir = Shader.PropertyToID("_WorldToViewDir"); public static int ViewToWorldDir = Shader.PropertyToID("_ViewToWorldDir"); public static int CameraViewDir = Shader.PropertyToID("_CameraViewDir"); public static int MinimumBlur = Shader.PropertyToID("_MinimumBlur"); public static int StencilValue = Shader.PropertyToID("_StencilValue"); public static int StencilCompareFunction = Shader.PropertyToID("_StencilCompareFunction"); public static int TemporalResponseSpeed = Shader.PropertyToID("_TemporalResponseSpeed"); public static int MinimumThickness = Shader.PropertyToID("_MinimumThickness"); public static int BoundsMin = Shader.PropertyToID("_SSRBoundsMin"); public static int BoundsSize = Shader.PropertyToID("_SSRBoundsSize"); public static int DarkReflectionsIntensity = Shader.PropertyToID("_DarkReflectionsIntensity"); public static int DebugDepthMultiplier = Shader.PropertyToID("_DebugDepthMultiplier"); public static int MaxBrightness = Shader.PropertyToID("_MaxBrightness"); // targets public static int ColorTex = Shader.PropertyToID("_ColorTex"); public static int RayCast = Shader.PropertyToID("_RayCastRT"); public static int BlurRT = Shader.PropertyToID("_BlurRT"); public static int ReflectionsTex = Shader.PropertyToID("_ReflectionsRT"); public static int ReflectionsOpaqueTex = Shader.PropertyToID("_ReflectionsOpaqueRT"); public static int NaNBuffer = Shader.PropertyToID("_NaNBuffer"); public static int PrevResolveNameId = Shader.PropertyToID("_PrevResolve"); public static int TempAcum = Shader.PropertyToID("_TempAcum"); public static int DownscaledDepthRT = Shader.PropertyToID("_DownscaledShinyDepthRT"); public const string DownscaledBackDepthTextureName = "_DownscaledShinyBackDepthRT"; public static int DownscaledBackDepthRT = Shader.PropertyToID(DownscaledBackDepthTextureName); // shader keywords public const string SKW_JITTER = "SSR_JITTER"; public const string SKW_NORMALMAP = "SSR_NORMALMAP"; public const string SKW_SCREEN_SPACE_NORMALS = "SSR_SCREEN_SPACE_NORMALS"; public const string SKW_OCCLUSIONMAP = "SSR_OCCLUSIONMAP"; public const string SKW_DENOISE = "SSR_DENOISE"; public const string SKW_SMOOTHNESSMAP = "SSR_SMOOTHNESSMAP"; public const string SKW_REFINE_THICKNESS = "SSR_THICKNESS_FINE"; public const string SKW_METALLIC_WORKFLOW = "SSR_METALLIC_WORKFLOW"; public const string SKW_BACK_FACES = "SSR_BACK_FACES"; public const string SKW_CUSTOM_SMOOTHNESS_METALLIC_PASS = "SSR_CUSTOM_SMOOTHNESS_METALLIC_PASS"; public const string SKW_SKYBOX = "SSR_SKYBOX"; public const string SKW_SKYBOX_VISIBLE_ONLY = "SSR_SKYBOX_VISIBLE_ONLY"; public const string SKW_LIMIT_BOUNDS = "SSR_LIMIT_BOUNDS"; public const string SKW_DARK_REFLECTIONS = "SSR_DARK_REFLECTIONS"; public const string SKW_METALLIC_BOOST = "SSR_METALLIC_BOOST"; public const string SKW_BLEND_REFLECTIONS = "SSR_BLEND_REFLECTIONS"; public const string SKW_ORTHO_SUPPORT = "SSR_ORTHO_SUPPORT"; public const string SKW_VIGNETTE_RADIAL = "SSR_VIGNETTE_RADIAL"; } }