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54 lines
4.0 KiB
C#

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");
}
}