TG9six 03a642d635 first push
first push
2025-09-06 17:17:39 +04:00

78 lines
5.2 KiB
C#

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 ShadowIntensity = Shader.PropertyToID("_ShadowIntensity");
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 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 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 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 CustomDepthTexture = Shader.PropertyToID("_CustomDepthTexture");
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 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_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";
}
}