using UnityEngine; namespace VolumetricFogAndMist2 { public static class ShaderParams { public static int DetailOffset = Shader.PropertyToID("_DetailOffset"); public static int DetailColor = Shader.PropertyToID("_DetailColor"); public static int DetailData = Shader.PropertyToID("_DetailData"); public static int Density = Shader.PropertyToID("_Density"); public static int ShadowData = Shader.PropertyToID("_ShadowData"); public static int LightDiffusionIntensity = Shader.PropertyToID("_LightDiffusionIntensity"); public static int LightDiffusionPower = Shader.PropertyToID("_LightDiffusionPower"); public static int DeepObscurance = Shader.PropertyToID("_DeepObscurance"); public static int NoiseScale = Shader.PropertyToID("_NoiseScale"); public static int SpecularThreshold = Shader.PropertyToID("_SpecularThreshold"); public static int SpecularIntensity = Shader.PropertyToID("_SpecularIntensity"); public static int SpecularColor = Shader.PropertyToID("_SpecularColor"); public static int NoiseFinalMultiplier = Shader.PropertyToID("_NoiseFinalMultiplier"); public static int NoiseStrength = Shader.PropertyToID("_NoiseStrength"); public static int TurbulenceAmount = Shader.PropertyToID("_TurbulenceAmount"); public static int FogOfWarCenterAdjusted = Shader.PropertyToID("_FogOfWarCenterAdjusted"); public static int FogOfWarSize = Shader.PropertyToID("_FogOfWarSize"); public static int FogOfWarCenter = Shader.PropertyToID("_FogOfWarCenter"); public static int FogOfWarTexture = Shader.PropertyToID("_FogOfWar"); public static int DistanceData = Shader.PropertyToID("_DistanceData"); public static int MaxDistanceData = Shader.PropertyToID("_MaxDistanceData"); public static int DepthGradientTexture = Shader.PropertyToID("_DepthGradientTex"); public static int HeightGradientTexture = Shader.PropertyToID("_HeightGradientTex"); public static int DetailTexture = Shader.PropertyToID("_DetailTex"); public static int RaymarchSettings = Shader.PropertyToID("_RayMarchSettings"); public static int SunDir = Shader.PropertyToID("_SunDir"); public static int Color = Shader.PropertyToID("_Color"); public static int MainTex = Shader.PropertyToID("_MainTex"); public static int WindDirection = Shader.PropertyToID("_WindDirection"); public static int DetailWindDirection = Shader.PropertyToID("_DetailWindDirection"); public static int LightColor = Shader.PropertyToID("_LightColor"); public static int BoundsBorder = Shader.PropertyToID("_BoundsBorder"); public static int BoundsExtents = Shader.PropertyToID("_BoundsExtents"); public static int BoundsCenter = Shader.PropertyToID("_BoundsCenter"); public static int BoundsData = Shader.PropertyToID("_BoundsData"); public static int RotationInvMatrix = Shader.PropertyToID("_InvRotMatrix"); public static int RotationMatrix = Shader.PropertyToID("_RotMatrix"); public static int SurfaceCaptureMatrix = Shader.PropertyToID("_SurfaceCaptureMatrix"); public static int SurfaceDepthTexture = Shader.PropertyToID("_SurfaceDepthTexture"); public static int SurfaceData = Shader.PropertyToID("_SurfaceData"); public static int PointLightCount = Shader.PropertyToID("_VF2_PointLightCount"); public static int PointLightInsideAtten = Shader.PropertyToID("_VF2_PointLightInsideAtten"); public static int PointLightPositions = Shader.PropertyToID("_VF2_FogPointLightPosition"); public static int PointLightColors = Shader.PropertyToID("_VF2_PointLightColor"); public static int VoidCount = Shader.PropertyToID("_VF2_FogVoidCount"); public static int VoidSizes = Shader.PropertyToID("_VF2_FogVoidSizes"); public static int VoidPositions = Shader.PropertyToID("_VF2_FogVoidPositions"); public static int VoidMatrices = Shader.PropertyToID("_VF2_FogVoidMatrices"); public const string CustomDepthTextureName = "_CustomDepthTexture"; public static int CustomDepthTexture = Shader.PropertyToID(CustomDepthTextureName); public static int CustomDepthAlphaCutoff = Shader.PropertyToID("_AlphaCutOff"); public static int CustomDepthBaseMap = Shader.PropertyToID("_BaseMap"); public static int SpotLightCount = Shader.PropertyToID("_VF2_SpotLightCount"); public static int SpotLightPositions = Shader.PropertyToID("_VF2_FogSpotLightPosition"); public static int SpotLightDirections = Shader.PropertyToID("_VF2_FogSpotLightDirection"); public static int SpotLightColors = Shader.PropertyToID("_VF2_SpotLightColor"); public static int BlueNoiseTexture = Shader.PropertyToID("_BlueNoise"); public static int DistantFogData = Shader.PropertyToID("_DistantFogData"); public static int CullMode = Shader.PropertyToID("_Cull"); public const string SKW_CUSTOM_DEPTH_ALPHA_TEST = "DEPTH_PREPASS_ALPHA_TEST"; public const string SKW_SHAPE_BOX = "VF2_SHAPE_BOX"; public const string SKW_SHAPE_SPHERE = "VF2_SHAPE_SPHERE"; public const string SKW_POINT_LIGHTS = "VF2_POINT_LIGHTS"; public const string SKW_NATIVE_LIGHTS = "VF2_NATIVE_LIGHTS"; public const string SKW_VOIDS = "VF2_VOIDS"; public const string SKW_FOW = "VF2_FOW"; public const string SKW_RECEIVE_SHADOWS = "VF2_RECEIVE_SHADOWS"; public const string SKW_DISTANCE = "VF2_DISTANCE"; public const string SKW_CONSTANT_DENSITY = "VF2_CONSTANT_DENSITY"; public const string SKW_DETAIL_NOISE = "VF2_DETAIL_NOISE"; public const string SKW_SURFACE = "VF2_SURFACE"; public const string SKW_DEPTH_PREPASS = "VF2_DEPTH_PREPASS"; public const string SKW_DEPTH_GRADIENT = "VF2_DEPTH_GRADIENT"; public const string SKW_HEIGHT_GRADIENT = "VF2_HEIGHT_GRADIENT"; public const string SKW_DIRECTIONAL_COOKIE = "VF2_LIGHT_COOKIE"; } }