VolumetricFog.ShaderParams.cs 6.0 KB

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  1. using UnityEngine;
  2. namespace VolumetricFogAndMist2 {
  3. public static class ShaderParams {
  4. public static int DetailOffset = Shader.PropertyToID("_DetailOffset");
  5. public static int DetailColor = Shader.PropertyToID("_DetailColor");
  6. public static int DetailData = Shader.PropertyToID("_DetailData");
  7. public static int Density = Shader.PropertyToID("_Density");
  8. public static int ShadowData = Shader.PropertyToID("_ShadowData");
  9. public static int LightDiffusionIntensity = Shader.PropertyToID("_LightDiffusionIntensity");
  10. public static int LightDiffusionPower = Shader.PropertyToID("_LightDiffusionPower");
  11. public static int DeepObscurance = Shader.PropertyToID("_DeepObscurance");
  12. public static int NoiseScale = Shader.PropertyToID("_NoiseScale");
  13. public static int SpecularThreshold = Shader.PropertyToID("_SpecularThreshold");
  14. public static int SpecularIntensity = Shader.PropertyToID("_SpecularIntensity");
  15. public static int SpecularColor = Shader.PropertyToID("_SpecularColor");
  16. public static int NoiseFinalMultiplier = Shader.PropertyToID("_NoiseFinalMultiplier");
  17. public static int NoiseStrength = Shader.PropertyToID("_NoiseStrength");
  18. public static int TurbulenceAmount = Shader.PropertyToID("_TurbulenceAmount");
  19. public static int FogOfWarCenterAdjusted = Shader.PropertyToID("_FogOfWarCenterAdjusted");
  20. public static int FogOfWarSize = Shader.PropertyToID("_FogOfWarSize");
  21. public static int FogOfWarCenter = Shader.PropertyToID("_FogOfWarCenter");
  22. public static int FogOfWarTexture = Shader.PropertyToID("_FogOfWar");
  23. public static int DistanceData = Shader.PropertyToID("_DistanceData");
  24. public static int MaxDistanceData = Shader.PropertyToID("_MaxDistanceData");
  25. public static int DepthGradientTexture = Shader.PropertyToID("_DepthGradientTex");
  26. public static int HeightGradientTexture = Shader.PropertyToID("_HeightGradientTex");
  27. public static int DetailTexture = Shader.PropertyToID("_DetailTex");
  28. public static int RaymarchSettings = Shader.PropertyToID("_RayMarchSettings");
  29. public static int SunDir = Shader.PropertyToID("_SunDir");
  30. public static int Color = Shader.PropertyToID("_Color");
  31. public static int MainTex = Shader.PropertyToID("_MainTex");
  32. public static int WindDirection = Shader.PropertyToID("_WindDirection");
  33. public static int DetailWindDirection = Shader.PropertyToID("_DetailWindDirection");
  34. public static int LightColor = Shader.PropertyToID("_LightColor");
  35. public static int BoundsBorder = Shader.PropertyToID("_BoundsBorder");
  36. public static int BoundsExtents = Shader.PropertyToID("_BoundsExtents");
  37. public static int BoundsCenter = Shader.PropertyToID("_BoundsCenter");
  38. public static int BoundsData = Shader.PropertyToID("_BoundsData");
  39. public static int RotationInvMatrix = Shader.PropertyToID("_InvRotMatrix");
  40. public static int RotationMatrix = Shader.PropertyToID("_RotMatrix");
  41. public static int SurfaceCaptureMatrix = Shader.PropertyToID("_SurfaceCaptureMatrix");
  42. public static int SurfaceDepthTexture = Shader.PropertyToID("_SurfaceDepthTexture");
  43. public static int SurfaceData = Shader.PropertyToID("_SurfaceData");
  44. public static int PointLightCount = Shader.PropertyToID("_VF2_PointLightCount");
  45. public static int PointLightInsideAtten = Shader.PropertyToID("_VF2_PointLightInsideAtten");
  46. public static int PointLightPositions = Shader.PropertyToID("_VF2_FogPointLightPosition");
  47. public static int PointLightColors = Shader.PropertyToID("_VF2_PointLightColor");
  48. public static int VoidCount = Shader.PropertyToID("_VF2_FogVoidCount");
  49. public static int VoidSizes = Shader.PropertyToID("_VF2_FogVoidSizes");
  50. public static int VoidPositions = Shader.PropertyToID("_VF2_FogVoidPositions");
  51. public static int VoidMatrices = Shader.PropertyToID("_VF2_FogVoidMatrices");
  52. public const string CustomDepthTextureName = "_CustomDepthTexture";
  53. public static int CustomDepthTexture = Shader.PropertyToID(CustomDepthTextureName);
  54. public static int CustomDepthAlphaCutoff = Shader.PropertyToID("_AlphaCutOff");
  55. public static int CustomDepthBaseMap = Shader.PropertyToID("_BaseMap");
  56. public static int SpotLightCount = Shader.PropertyToID("_VF2_SpotLightCount");
  57. public static int SpotLightPositions = Shader.PropertyToID("_VF2_FogSpotLightPosition");
  58. public static int SpotLightDirections = Shader.PropertyToID("_VF2_FogSpotLightDirection");
  59. public static int SpotLightColors = Shader.PropertyToID("_VF2_SpotLightColor");
  60. public static int BlueNoiseTexture = Shader.PropertyToID("_BlueNoise");
  61. public static int DistantFogData = Shader.PropertyToID("_DistantFogData");
  62. public static int CullMode = Shader.PropertyToID("_Cull");
  63. public const string SKW_CUSTOM_DEPTH_ALPHA_TEST = "DEPTH_PREPASS_ALPHA_TEST";
  64. public const string SKW_SHAPE_BOX = "VF2_SHAPE_BOX";
  65. public const string SKW_SHAPE_SPHERE = "VF2_SHAPE_SPHERE";
  66. public const string SKW_POINT_LIGHTS = "VF2_POINT_LIGHTS";
  67. public const string SKW_NATIVE_LIGHTS = "VF2_NATIVE_LIGHTS";
  68. public const string SKW_VOIDS = "VF2_VOIDS";
  69. public const string SKW_FOW = "VF2_FOW";
  70. public const string SKW_RECEIVE_SHADOWS = "VF2_RECEIVE_SHADOWS";
  71. public const string SKW_DISTANCE = "VF2_DISTANCE";
  72. public const string SKW_CONSTANT_DENSITY = "VF2_CONSTANT_DENSITY";
  73. public const string SKW_DETAIL_NOISE = "VF2_DETAIL_NOISE";
  74. public const string SKW_SURFACE = "VF2_SURFACE";
  75. public const string SKW_DEPTH_PREPASS = "VF2_DEPTH_PREPASS";
  76. public const string SKW_DEPTH_GRADIENT = "VF2_DEPTH_GRADIENT";
  77. public const string SKW_HEIGHT_GRADIENT = "VF2_HEIGHT_GRADIENT";
  78. public const string SKW_DIRECTIONAL_COOKIE = "VF2_LIGHT_COOKIE";
  79. }
  80. }