2025-10-21 14:18:31 +09:00

55 lines
2.3 KiB
C#

// 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";
}
}
}