using UnityEngine; namespace FluffyGroomingTool { public class ShaderID { public static readonly int LOCAL_TO_WORLD_MATRIX = Shader.PropertyToID("localToWorldMatrix"); public static readonly int OBJECT_ROTATION_MATRIX = Shader.PropertyToID("objectRotationMatrix"); public static readonly int DELTA_TIME = Shader.PropertyToID("deltaTime"); public static readonly int SOURCE_MESH = Shader.PropertyToID("sourceMesh"); public static readonly int WIND_GUST = Shader.PropertyToID("WindGust"); public static readonly int TIME = Shader.PropertyToID("time"); public static readonly int WIND_STRENGTH = Shader.PropertyToID("WindStrength"); public static readonly int EXTRA_SCALE = Shader.PropertyToID("extraScale"); public static readonly int WIND_DIRECTION = Shader.PropertyToID("WindDirection"); public static readonly int WIND_DISTORTION_MAP = Shader.PropertyToID("WindDistortionMap"); public static readonly int COLLIDERS_COUNT = Shader.PropertyToID("CollidersCount"); public static readonly int COLLIDER_BUFFER = Shader.PropertyToID("ColliderBuffer"); public static readonly int CLUMP_POINTS_POSITION = Shader.PropertyToID("clumpPointsPosition"); public static readonly int CLUMP_ATTRACTION_CURVE = Shader.PropertyToID("clumpAttractionCurve"); public static readonly int CLUMP_Y_COORDINATES = Shader.PropertyToID("clumpYCoordinates"); public static readonly int LAYER_VERTEX_START_INDEX = Shader.PropertyToID("layerVertexStartIndex"); public static readonly int LAYER_VERTICES_COUNT = Shader.PropertyToID("layerVerticesCount"); public static readonly int FUR_MESH_BUFFER_STRIDE = Shader.PropertyToID("furMeshBufferStride"); public static readonly int FUR_MESH_BUFFER = Shader.PropertyToID("furMeshBuffer"); public static readonly int OBJECT_GLOBAL_SCALE = Shader.PropertyToID("objectGlobalScale"); public static readonly int SOURCE_MESH_NORMAL_TO_STRAND_NORMAL_PERCENT = Shader.PropertyToID("sourceMeshNormalToStrandNormalPercent"); public static readonly string HAS_CLUMPS = "HAS_CLUMPS"; public static readonly string IS_SKINNED_MESH = "IS_SKINNED_MESH"; public static readonly string HAS_COLLIDERS = "HAS_COLLIDERS"; public static readonly string UPDATE_FUR_MESH_KERNEL = "UpdateFurMeshKernel"; public static readonly string UPDATE_CLUMPS_POSITION_KERNEL = "UpdateClumpsPositionKernel"; public static readonly string FUR_RENDERER_CS_NAME = "ProceduralFurSetup"; public static readonly string MESH_BAKER_CS_NAME = "MeshBaker"; public static readonly string MESH_BAKER_FULL_CS_NAME = "MeshBakerFull"; public static readonly int MESH_INDEX_BUFFER = Shader.PropertyToID("meshIndexBuffer"); public static readonly int TRIANGLES = Shader.PropertyToID("triangles"); public static readonly int VISIBLE_TRIANGLES = Shader.PropertyToID("visibleTriangles"); public static readonly int VISIBLE_TRIANGLES_READ = Shader.PropertyToID("visibleTrianglesRead"); public static readonly int IS_FLIPPED_Y = Shader.PropertyToID("isFlippedY"); public static readonly int VERTEX_BUFFER_STRIDE = Shader.PropertyToID("vertexBufferStride"); public static readonly int UNITY_MATRIX_MVP = Shader.PropertyToID("_UNITY_MATRIX_MVP"); public static readonly int WORLD_SPACE_CAMERA_POSITION = Shader.PropertyToID("worldSpaceCameraPosition"); public static readonly int IS_FRUSTUM_CULLING_ENABLED = Shader.PropertyToID("isFrustumCullingEnabled"); public static readonly int CAMERA_FAR_CLIP_PLANE = Shader.PropertyToID("cameraFarClipPlane"); public static readonly int LOD_SKIP_STRANDS_COUNT = Shader.PropertyToID("lodSkipStrandsCount"); public static readonly int KEYS = Shader.PropertyToID("Keys"); public static readonly int NUM_VISIBLE_TRIANGLES_COUNT = Shader.PropertyToID("numberOfVisibleTriangles"); public static readonly int TRIANGLES_COUNT = Shader.PropertyToID("trianglesCount"); } }