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