Streamingle_URP/Assets/External/VolumetricLights/Scripts/VolumetricLight.ShaderParams.cs

69 lines
4.6 KiB
C#

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";
}
}
}