231 lines
20 KiB
C#

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");
}
}