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- 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";
- }
- }
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