namespace UnityEngine.Rendering.HighDefinition { /// Pass names and shader ids used in HDRP. these names can be used as filters when rendering objects in a custom pass or a DrawRenderers() call. public static class HDShaderPassNames { // ShaderPass string - use to have consistent name through the code /// Empty pass name. public static readonly string s_EmptyStr = ""; /// Forward pass name. public static readonly string s_ForwardStr = "Forward"; /// Depth Only pass name. public static readonly string s_DepthOnlyStr = "DepthOnly"; /// Depth Forward Only pass name. public static readonly string s_DepthForwardOnlyStr = "DepthForwardOnly"; /// Forward Only pass name. public static readonly string s_ForwardOnlyStr = "ForwardOnly"; /// GBuffer pass name. public static readonly string s_GBufferStr = "GBuffer"; /// GBuffer With Prepass pass name. public static readonly string s_GBufferWithPrepassStr = "GBufferWithPrepass"; /// Legacy Unlit cross pipeline pass name. public static readonly string s_SRPDefaultUnlitStr = "SRPDefaultUnlit"; /// Motion Vectors pass name. public static readonly string s_MotionVectorsStr = "MotionVectors"; /// Distortion Vectors pass name. public static readonly string s_DistortionVectorsStr = "DistortionVectors"; /// Transparent Depth Prepass pass name. public static readonly string s_TransparentDepthPrepassStr = "TransparentDepthPrepass"; /// Transparent Backface pass name. public static readonly string s_TransparentBackfaceStr = "TransparentBackface"; /// Transparent Depth Postpass pass name. public static readonly string s_TransparentDepthPostpassStr = "TransparentDepthPostpass"; /// RayTracing Prepass pass name. public static readonly string s_RayTracingPrepassStr = "RayTracingPrepass"; /// Visibility DXR pass name. public static readonly string s_RayTracingVisibilityStr = "VisibilityDXR"; /// PathTracing DXR pass name. public static readonly string s_PathTracingDXRStr = "PathTracingDXR"; /// META pass name. public static readonly string s_MetaStr = "META"; /// Shadow Caster pass name. public static readonly string s_ShadowCasterStr = "ShadowCaster"; /// FullScreen Debug pass name. public static readonly string s_FullScreenDebugStr = "FullScreenDebug"; /// DBuffer Projector pass name. public static readonly string s_DBufferProjectorStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.DBufferProjector]; /// Decal Projector Forward Emissive pass name. public static readonly string s_DecalProjectorForwardEmissiveStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.DecalProjectorForwardEmissive]; /// DBuffer Mesh pass name. public static readonly string s_DBufferMeshStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.DBufferMesh]; /// Decal Mesh Forward Emissive pass name. public static readonly string s_DecalMeshForwardEmissiveStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.DecalMeshForwardEmissive]; // ShaderPass name /// Empty shader tag id. public static readonly ShaderTagId s_EmptyName = new ShaderTagId(s_EmptyStr); /// Forward shader tag id. public static readonly ShaderTagId s_ForwardName = new ShaderTagId(s_ForwardStr); /// Depth Only shader tag id. public static readonly ShaderTagId s_DepthOnlyName = new ShaderTagId(s_DepthOnlyStr); /// Depth Forward Only shader tag id. public static readonly ShaderTagId s_DepthForwardOnlyName = new ShaderTagId(s_DepthForwardOnlyStr); /// Forward Only shader tag id. public static readonly ShaderTagId s_ForwardOnlyName = new ShaderTagId(s_ForwardOnlyStr); /// GBuffer shader tag id. public static readonly ShaderTagId s_GBufferName = new ShaderTagId(s_GBufferStr); /// GBufferWithPrepass shader tag id. public static readonly ShaderTagId s_GBufferWithPrepassName = new ShaderTagId(s_GBufferWithPrepassStr); /// Legacy Unlit cross pipeline shader tag id. public static readonly ShaderTagId s_SRPDefaultUnlitName = new ShaderTagId(s_SRPDefaultUnlitStr); /// Motion Vectors shader tag id. public static readonly ShaderTagId s_MotionVectorsName = new ShaderTagId(s_MotionVectorsStr); /// Distortion Vectors shader tag id. public static readonly ShaderTagId s_DistortionVectorsName = new ShaderTagId(s_DistortionVectorsStr); /// Transparent Depth Prepass shader tag id. public static readonly ShaderTagId s_TransparentDepthPrepassName = new ShaderTagId(s_TransparentDepthPrepassStr); /// Transparent Backface shader tag id. public static readonly ShaderTagId s_TransparentBackfaceName = new ShaderTagId(s_TransparentBackfaceStr); /// Transparent Depth Postpass shader tag id. public static readonly ShaderTagId s_TransparentDepthPostpassName = new ShaderTagId(s_TransparentDepthPostpassStr); /// RayTracing Prepass shader tag id. public static readonly ShaderTagId s_RayTracingPrepassName = new ShaderTagId(s_RayTracingPrepassStr); /// FullScreen Debug shader tag id. public static readonly ShaderTagId s_FullScreenDebugName = new ShaderTagId(s_FullScreenDebugStr); /// DBuffer Mesh shader tag id. public static readonly ShaderTagId s_DBufferMeshName = new ShaderTagId(s_DBufferMeshStr); /// Decal Mesh Forward Emissive shader tag id. public static readonly ShaderTagId s_DecalMeshForwardEmissiveName = new ShaderTagId(s_DecalMeshForwardEmissiveStr); // Legacy name internal static readonly ShaderTagId s_AlwaysName = new ShaderTagId("Always"); internal static readonly ShaderTagId s_ForwardBaseName = new ShaderTagId("ForwardBase"); internal static readonly ShaderTagId s_DeferredName = new ShaderTagId("Deferred"); internal static readonly ShaderTagId s_PrepassBaseName = new ShaderTagId("PrepassBase"); internal static readonly ShaderTagId s_VertexName = new ShaderTagId("Vertex"); internal static readonly ShaderTagId s_VertexLMRGBMName = new ShaderTagId("VertexLMRGBM"); internal static readonly ShaderTagId s_VertexLMName = new ShaderTagId("VertexLM"); } // Pre-hashed shader ids - naming conventions are a bit off in this file as we use the same // fields names as in the shaders for ease of use... // TODO: Would be nice to clean this up at some point static class HDShaderIDs { public static readonly int _ZClip = Shader.PropertyToID("_ZClip"); public static readonly int _HDShadowDatas = Shader.PropertyToID("_HDShadowDatas"); public static readonly int _HDDirectionalShadowData = Shader.PropertyToID("_HDDirectionalShadowData"); public static readonly int _ShadowmapAtlas = Shader.PropertyToID("_ShadowmapAtlas"); public static readonly int _ShadowmapAreaAtlas = Shader.PropertyToID("_ShadowmapAreaAtlas"); public static readonly int _ShadowmapCascadeAtlas = Shader.PropertyToID("_ShadowmapCascadeAtlas"); public static readonly int _CachedShadowmapAtlas = Shader.PropertyToID("_CachedShadowmapAtlas"); public static readonly int _CachedAreaLightShadowmapAtlas = Shader.PropertyToID("_CachedAreaLightShadowmapAtlas"); public static readonly int _CachedShadowAtlasSize = Shader.PropertyToID("_CachedShadowAtlasSize"); public static readonly int _CachedAreaShadowAtlasSize = Shader.PropertyToID("_CachedAreaShadowAtlasSize"); // Moment shadow map data public static readonly int _MomentShadowAtlas = Shader.PropertyToID("_MomentShadowAtlas"); public static readonly int _MomentShadowmapSlotST = Shader.PropertyToID("_MomentShadowmapSlotST"); public static readonly int _MomentShadowmapSize = Shader.PropertyToID("_MomentShadowmapSize"); public static readonly int _SummedAreaTableInputInt = Shader.PropertyToID("_SummedAreaTableInputInt"); public static readonly int _SummedAreaTableOutputInt = Shader.PropertyToID("_SummedAreaTableOutputInt"); public static readonly int _SummedAreaTableInputFloat = Shader.PropertyToID("_SummedAreaTableInputFloat"); public static readonly int _IMSKernelSize = Shader.PropertyToID("_IMSKernelSize"); public static readonly int _SrcRect = Shader.PropertyToID("_SrcRect"); public static readonly int _DstRect = Shader.PropertyToID("_DstRect"); public static readonly int _EVSMExponent = Shader.PropertyToID("_EVSMExponent"); public static readonly int _BlurWeightsStorage = Shader.PropertyToID("_BlurWeightsStorage"); public static readonly int g_LayeredSingleIdxBuffer = Shader.PropertyToID("g_LayeredSingleIdxBuffer"); public static readonly int g_depth_tex = Shader.PropertyToID("g_depth_tex"); public static readonly int g_vLayeredLightList = Shader.PropertyToID("g_vLayeredLightList"); public static readonly int g_LayeredOffset = Shader.PropertyToID("g_LayeredOffset"); public static readonly int g_vBigTileLightList = Shader.PropertyToID("g_vBigTileLightList"); public static readonly int g_vLightListGlobal = Shader.PropertyToID("g_vLightListGlobal"); public static readonly int g_logBaseBuffer = Shader.PropertyToID("g_logBaseBuffer"); public static readonly int g_vBoundsBuffer = Shader.PropertyToID("g_vBoundsBuffer"); public static readonly int _LightVolumeData = Shader.PropertyToID("_LightVolumeData"); public static readonly int g_data = Shader.PropertyToID("g_data"); public static readonly int g_vLightList = Shader.PropertyToID("g_vLightList"); public static readonly int g_TileFeatureFlags = Shader.PropertyToID("g_TileFeatureFlags"); public static readonly int g_DispatchIndirectBuffer = Shader.PropertyToID("g_DispatchIndirectBuffer"); public static readonly int g_TileList = Shader.PropertyToID("g_TileList"); public static readonly int g_NumTiles = Shader.PropertyToID("g_NumTiles"); public static readonly int g_NumTilesX = Shader.PropertyToID("g_NumTilesX"); public static readonly int g_VertexPerTile = Shader.PropertyToID("g_VertexPerTile"); public static readonly int _NumTiles = Shader.PropertyToID("_NumTiles"); public static readonly int _CookieAtlas = Shader.PropertyToID("_CookieAtlas"); public static readonly int _EnvCubemapTextures = Shader.PropertyToID("_EnvCubemapTextures"); public static readonly int _Env2DTextures = Shader.PropertyToID("_Env2DTextures"); public static readonly int _DirectionalLightDatas = Shader.PropertyToID("_DirectionalLightDatas"); public static readonly int _LightDatas = Shader.PropertyToID("_LightDatas"); public static readonly int _EnvLightDatas = Shader.PropertyToID("_EnvLightDatas"); public static readonly int _ProbeVolumeBounds = Shader.PropertyToID("_ProbeVolumeBounds"); public static readonly int _ProbeVolumeDatas = Shader.PropertyToID("_ProbeVolumeDatas"); public static readonly int g_vLayeredOffsetsBuffer = Shader.PropertyToID("g_vLayeredOffsetsBuffer"); public static readonly int _LightListToClear = Shader.PropertyToID("_LightListToClear"); public static readonly int _LightListEntriesAndOffset = Shader.PropertyToID("_LightListEntriesAndOffset"); public static readonly int _ViewTilesFlags = Shader.PropertyToID("_ViewTilesFlags"); public static readonly int _ClusterDebugMode = Shader.PropertyToID("_ClusterDebugMode"); public static readonly int _ClusterDebugDistance = Shader.PropertyToID("_ClusterDebugDistance"); public static readonly int _MousePixelCoord = Shader.PropertyToID("_MousePixelCoord"); public static readonly int _MouseClickPixelCoord = Shader.PropertyToID("_MouseClickPixelCoord"); public static readonly int _DebugFont = Shader.PropertyToID("_DebugFont"); public static readonly int _SliceIndex = Shader.PropertyToID("_SliceIndex"); public static readonly int _DebugContactShadowLightIndex = Shader.PropertyToID("_DebugContactShadowLightIndex"); public static readonly int _AmbientOcclusionTexture = Shader.PropertyToID("_AmbientOcclusionTexture"); public static readonly int _AmbientOcclusionTextureRW = Shader.PropertyToID("_AmbientOcclusionTextureRW"); public static readonly int _MultiAmbientOcclusionTexture = Shader.PropertyToID("_MultiAmbientOcclusionTexture"); public static readonly int _DebugDepthPyramidMip = Shader.PropertyToID("_DebugDepthPyramidMip"); public static readonly int _DebugDepthPyramidOffsets = Shader.PropertyToID("_DebugDepthPyramidOffsets"); public static readonly int _UseTileLightList = Shader.PropertyToID("_UseTileLightList"); public static readonly int _SkyTexture = Shader.PropertyToID("_SkyTexture"); public static readonly int specularLightingUAV = Shader.PropertyToID("specularLightingUAV"); public static readonly int diffuseLightingUAV = Shader.PropertyToID("diffuseLightingUAV"); public static readonly int _DiffusionProfileAsset = Shader.PropertyToID("_DiffusionProfileAsset"); public static readonly int _SssSampleBudget = Shader.PropertyToID("_SssSampleBudget"); public static readonly int _MaterialID = Shader.PropertyToID("_MaterialID"); public static readonly int g_TileListOffset = Shader.PropertyToID("g_TileListOffset"); public static readonly int _LtcData = Shader.PropertyToID("_LtcData"); public static readonly int _LtcGGXMatrix = Shader.PropertyToID("_LtcGGXMatrix"); public static readonly int _LtcDisneyDiffuseMatrix = Shader.PropertyToID("_LtcDisneyDiffuseMatrix"); public static readonly int _LtcMultiGGXFresnelDisneyDiffuse = Shader.PropertyToID("_LtcMultiGGXFresnelDisneyDiffuse"); public static readonly int _ScreenSpaceShadowsTexture = Shader.PropertyToID("_ScreenSpaceShadowsTexture"); public static readonly int _ContactShadowTexture = Shader.PropertyToID("_ContactShadowTexture"); public static readonly int _ContactShadowTextureUAV = Shader.PropertyToID("_ContactShadowTextureUAV"); public static readonly int _ContactShadowParamsParameters = Shader.PropertyToID("_ContactShadowParamsParameters"); public static readonly int _ContactShadowParamsParameters2 = Shader.PropertyToID("_ContactShadowParamsParameters2"); public static readonly int _ContactShadowParamsParameters3 = Shader.PropertyToID("_ContactShadowParamsParameters3"); public static readonly int _DirectionalContactShadowSampleCount = Shader.PropertyToID("_SampleCount"); public static readonly int _ShadowFrustumPlanes = Shader.PropertyToID("_ShadowFrustumPlanes"); public static readonly int _StencilMask = Shader.PropertyToID("_StencilMask"); public static readonly int _StencilRef = Shader.PropertyToID("_StencilRef"); public static readonly int _StencilCmp = Shader.PropertyToID("_StencilCmp"); public static readonly int _InputDepth = Shader.PropertyToID("_InputDepthTexture"); public static readonly int _ClearColor = Shader.PropertyToID("_ClearColor"); public static readonly int _SrcBlend = Shader.PropertyToID("_SrcBlend"); public static readonly int _DstBlend = Shader.PropertyToID("_DstBlend"); public static readonly int _ColorMaskTransparentVel = Shader.PropertyToID("_ColorMaskTransparentVel"); public static readonly int _DecalColorMask0 = Shader.PropertyToID(HDMaterialProperties.kDecalColorMask0); public static readonly int _DecalColorMask1 = Shader.PropertyToID(HDMaterialProperties.kDecalColorMask1); public static readonly int _DecalColorMask2 = Shader.PropertyToID(HDMaterialProperties.kDecalColorMask2); public static readonly int _DecalColorMask3 = Shader.PropertyToID(HDMaterialProperties.kDecalColorMask3); public static readonly int _StencilTexture = Shader.PropertyToID("_StencilTexture"); // Used in the stencil resolve pass public static readonly int _OutputStencilBuffer = Shader.PropertyToID("_OutputStencilBuffer"); public static readonly int _CoarseStencilBuffer = Shader.PropertyToID("_CoarseStencilBuffer"); public static readonly int _CoarseStencilBufferSize = Shader.PropertyToID("_CoarseStencilBufferSize"); // all decal properties public static readonly int _NormalToWorldID = Shader.PropertyToID("_NormalToWorld"); public static readonly int _DecalAtlas2DID = Shader.PropertyToID("_DecalAtlas2D"); public static readonly int _DecalHTileTexture = Shader.PropertyToID("_DecalHTileTexture"); public static readonly int _DecalDatas = Shader.PropertyToID("_DecalDatas"); public static readonly int _DecalNormalBufferStencilReadMask = Shader.PropertyToID("_DecalNormalBufferStencilReadMask"); public static readonly int _DecalNormalBufferStencilRef = Shader.PropertyToID("_DecalNormalBufferStencilRef"); public static readonly int _DecalPrepassTexture = Shader.PropertyToID("_DecalPrepassTexture"); public static readonly int _DecalPrepassTextureMS = Shader.PropertyToID("_DecalPrepassTextureMS"); public static readonly int _DrawOrder = Shader.PropertyToID("_DrawOrder"); public static readonly int _WorldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos"); public static readonly int _PrevCamPosRWS = Shader.PropertyToID("_PrevCamPosRWS"); public static readonly int _ViewMatrix = Shader.PropertyToID("_ViewMatrix"); public static readonly int _InvViewMatrix = Shader.PropertyToID("_InvViewMatrix"); public static readonly int _ProjMatrix = Shader.PropertyToID("_ProjMatrix"); public static readonly int _InvProjMatrix = Shader.PropertyToID("_InvProjMatrix"); public static readonly int _NonJitteredViewProjMatrix = Shader.PropertyToID("_NonJitteredViewProjMatrix"); public static readonly int _ViewProjMatrix = Shader.PropertyToID("_ViewProjMatrix"); public static readonly int _CameraViewProjMatrix = Shader.PropertyToID("_CameraViewProjMatrix"); public static readonly int _InvViewProjMatrix = Shader.PropertyToID("_InvViewProjMatrix"); public static readonly int _ZBufferParams = Shader.PropertyToID("_ZBufferParams"); public static readonly int _ProjectionParams = Shader.PropertyToID("_ProjectionParams"); public static readonly int unity_OrthoParams = Shader.PropertyToID("unity_OrthoParams"); public static readonly int _InvProjParam = Shader.PropertyToID("_InvProjParam"); public static readonly int _ScreenSize = Shader.PropertyToID("_ScreenSize"); public static readonly int _HalfScreenSize = Shader.PropertyToID("_HalfScreenSize"); public static readonly int _ScreenParams = Shader.PropertyToID("_ScreenParams"); public static readonly int _RTHandleScale = Shader.PropertyToID("_RTHandleScale"); public static readonly int _RTHandleScaleHistory = Shader.PropertyToID("_RTHandleScaleHistory"); public static readonly int _PrevViewProjMatrix = Shader.PropertyToID("_PrevViewProjMatrix"); public static readonly int _PrevInvViewProjMatrix = Shader.PropertyToID("_PrevInvViewProjMatrix"); public static readonly int _FrustumPlanes = Shader.PropertyToID("_FrustumPlanes"); public static readonly int _TaaFrameInfo = Shader.PropertyToID("_TaaFrameInfo"); public static readonly int _TaaJitterStrength = Shader.PropertyToID("_TaaJitterStrength"); public static readonly int _TaaPostParameters = Shader.PropertyToID("_TaaPostParameters"); public static readonly int _TaaHistorySize = Shader.PropertyToID("_TaaHistorySize"); public static readonly int _TaaFilterWeights = Shader.PropertyToID("_TaaFilterWeights"); public static readonly int _WorldSpaceCameraPos1 = Shader.PropertyToID("_WorldSpaceCameraPos1"); public static readonly int _ViewMatrix1 = Shader.PropertyToID("_ViewMatrix1"); public static readonly int _ColorTexture = Shader.PropertyToID("_ColorTexture"); public static readonly int _DepthTexture = Shader.PropertyToID("_DepthTexture"); public static readonly int _DepthValuesTexture = Shader.PropertyToID("_DepthValuesTexture"); public static readonly int _CameraColorTexture = Shader.PropertyToID("_CameraColorTexture"); public static readonly int _CameraColorTextureRW = Shader.PropertyToID("_CameraColorTextureRW"); public static readonly int _CameraSssDiffuseLightingBuffer = Shader.PropertyToID("_CameraSssDiffuseLightingTexture"); public static readonly int _CameraFilteringBuffer = Shader.PropertyToID("_CameraFilteringTexture"); public static readonly int _IrradianceSource = Shader.PropertyToID("_IrradianceSource"); // Planar reflection filtering public static readonly int _ReflectionColorMipChain = Shader.PropertyToID("_ReflectionColorMipChain"); public static readonly int _DepthTextureMipChain = Shader.PropertyToID("_DepthTextureMipChain"); public static readonly int _ReflectionPlaneNormal = Shader.PropertyToID("_ReflectionPlaneNormal"); public static readonly int _ReflectionPlanePosition = Shader.PropertyToID("_ReflectionPlanePosition"); public static readonly int _FilteredPlanarReflectionBuffer = Shader.PropertyToID("_FilteredPlanarReflectionBuffer"); public static readonly int _HalfResReflectionBuffer = Shader.PropertyToID("_HalfResReflectionBuffer"); public static readonly int _HalfResDepthBuffer = Shader.PropertyToID("_HalfResDepthBuffer"); public static readonly int _CaptureBaseScreenSize = Shader.PropertyToID("_CaptureBaseScreenSize"); public static readonly int _CaptureCurrentScreenSize = Shader.PropertyToID("_CaptureCurrentScreenSize"); public static readonly int _CaptureCameraIVP = Shader.PropertyToID("_CaptureCameraIVP"); public static readonly int _CaptureCameraPositon = Shader.PropertyToID("_CaptureCameraPositon"); public static readonly int _SourceMipIndex = Shader.PropertyToID("_SourceMipIndex"); public static readonly int _MaxMipLevels = Shader.PropertyToID("_MaxMipLevels"); public static readonly int _ThetaValuesTexture = Shader.PropertyToID("_ThetaValuesTexture"); public static readonly int _CaptureCameraFOV = Shader.PropertyToID("_CaptureCameraFOV"); public static readonly int _RTScaleFactor = Shader.PropertyToID("_RTScaleFactor"); public static readonly int _CaptureCameraVP_NO = Shader.PropertyToID("_CaptureCameraVP_NO"); public static readonly int _CaptureCameraFarPlane = Shader.PropertyToID("_CaptureCameraFarPlane"); public static readonly int _DepthTextureOblique = Shader.PropertyToID("_DepthTextureOblique"); public static readonly int _DepthTextureNonOblique = Shader.PropertyToID("_DepthTextureNonOblique"); public static readonly int _CaptureCameraIVP_NO = Shader.PropertyToID("_CaptureCameraIVP_NO"); public static readonly int _Output = Shader.PropertyToID("_Output"); public static readonly int _Input = Shader.PropertyToID("_Input"); public static readonly int _InputVal = Shader.PropertyToID("_InputVal"); public static readonly int _Sizes = Shader.PropertyToID("_Sizes"); public static readonly int _ScaleBias = Shader.PropertyToID("_ScaleBias"); // MSAA shader properties public static readonly int _ColorTextureMS = Shader.PropertyToID("_ColorTextureMS"); public static readonly int _DepthTextureMS = Shader.PropertyToID("_DepthTextureMS"); public static readonly int _NormalTextureMS = Shader.PropertyToID("_NormalTextureMS"); public static readonly int _RaytracePrepassBufferMS = Shader.PropertyToID("_RaytracePrepassBufferMS"); public static readonly int _MotionVectorTextureMS = Shader.PropertyToID("_MotionVectorTextureMS"); public static readonly int _CameraDepthValuesTexture = Shader.PropertyToID("_CameraDepthValues"); public static readonly int[] _GBufferTexture = { Shader.PropertyToID("_GBufferTexture0"), Shader.PropertyToID("_GBufferTexture1"), Shader.PropertyToID("_GBufferTexture2"), Shader.PropertyToID("_GBufferTexture3"), Shader.PropertyToID("_GBufferTexture4"), Shader.PropertyToID("_GBufferTexture5"), Shader.PropertyToID("_GBufferTexture6"), Shader.PropertyToID("_GBufferTexture7") }; public static readonly int[] _GBufferTextureRW = { Shader.PropertyToID("_GBufferTexture0RW"), Shader.PropertyToID("_GBufferTexture1RW"), Shader.PropertyToID("_GBufferTexture2RW"), Shader.PropertyToID("_GBufferTexture3RW"), Shader.PropertyToID("_GBufferTexture4RW"), Shader.PropertyToID("_GBufferTexture5RW"), Shader.PropertyToID("_GBufferTexture6RW"), Shader.PropertyToID("_GBufferTexture7RW") }; public static readonly int[] _DBufferTexture = { Shader.PropertyToID("_DBufferTexture0"), Shader.PropertyToID("_DBufferTexture1"), Shader.PropertyToID("_DBufferTexture2"), Shader.PropertyToID("_DBufferTexture3") }; public static readonly int _ShaderVariablesGlobal = Shader.PropertyToID("ShaderVariablesGlobal"); public static readonly int _ShaderVariablesXR = Shader.PropertyToID("ShaderVariablesXR"); public static readonly int _ShaderVariablesVolumetric = Shader.PropertyToID("ShaderVariablesVolumetric"); public static readonly int _ShaderVariablesLightList = Shader.PropertyToID("ShaderVariablesLightList"); public static readonly int _ShaderVariablesRaytracing = Shader.PropertyToID("ShaderVariablesRaytracing"); public static readonly int _ShaderVariablesRaytracingLightLoop = Shader.PropertyToID("ShaderVariablesRaytracingLightLoop"); public static readonly int _ShaderVariablesDebugDisplay = Shader.PropertyToID("ShaderVariablesDebugDisplay"); public static readonly int _SSSBufferTexture = Shader.PropertyToID("_SSSBufferTexture"); public static readonly int _NormalBufferTexture = Shader.PropertyToID("_NormalBufferTexture"); public static readonly int _RaytracePrepassBufferTexture = Shader.PropertyToID("_RaytracePrepassBufferTexture"); public static readonly int _ShaderVariablesScreenSpaceReflection = Shader.PropertyToID("ShaderVariablesScreenSpaceReflection"); public static readonly int _SsrLightingTexture = Shader.PropertyToID("_SsrLightingTexture"); public static readonly int _SsrAccumPrev = Shader.PropertyToID("_SsrAccumPrev"); public static readonly int _SsrLightingTextureRW = Shader.PropertyToID("_SsrLightingTextureRW"); public static readonly int _DirectionPDFTexture = Shader.PropertyToID("_DirectionPDFTexture"); public static readonly int _SSRAccumTexture = Shader.PropertyToID("_SSRAccumTexture"); public static readonly int _SsrHitPointTexture = Shader.PropertyToID("_SsrHitPointTexture"); public static readonly int _SsrClearCoatMaskTexture = Shader.PropertyToID("_SsrClearCoatMaskTexture"); public static readonly int _DepthPyramidMipLevelOffsets = Shader.PropertyToID("_DepthPyramidMipLevelOffsets"); public static readonly int _DepthPyramidFirstMipLevelOffset = Shader.PropertyToID("_DepthPyramidFirstMipLevelOffset"); // Still used by ray tracing. public static readonly int _SsrStencilBit = Shader.PropertyToID("_SsrStencilBit"); public static readonly int _ShadowMaskTexture = Shader.PropertyToID("_ShadowMaskTexture"); public static readonly int _LightLayersTexture = Shader.PropertyToID("_LightLayersTexture"); public static readonly int _DistortionTexture = Shader.PropertyToID("_DistortionTexture"); public static readonly int _ColorPyramidTexture = Shader.PropertyToID("_ColorPyramidTexture"); public static readonly int _ColorPyramidUvScaleAndLimitPrevFrame = Shader.PropertyToID("_ColorPyramidUvScaleAndLimitPrevFrame"); public static readonly int _RoughDistortion = Shader.PropertyToID("_RoughDistortion"); public static readonly int _DebugColorPickerTexture = Shader.PropertyToID("_DebugColorPickerTexture"); public static readonly int _ColorPickerMode = Shader.PropertyToID("_ColorPickerMode"); public static readonly int _ApplyLinearToSRGB = Shader.PropertyToID("_ApplyLinearToSRGB"); public static readonly int _ColorPickerFontColor = Shader.PropertyToID("_ColorPickerFontColor"); public static readonly int _FalseColorEnabled = Shader.PropertyToID("_FalseColor"); public static readonly int _FalseColorThresholds = Shader.PropertyToID("_FalseColorThresholds"); public static readonly int _DebugMatCapTexture = Shader.PropertyToID("_DebugMatCapTexture"); public static readonly int _MatcapViewScale = Shader.PropertyToID("_MatcapViewScale"); public static readonly int _MatcapMixAlbedo = Shader.PropertyToID("_MatcapMixAlbedo"); public static readonly int _DebugFullScreenTexture = Shader.PropertyToID("_DebugFullScreenTexture"); public static readonly int _BlitTexture = Shader.PropertyToID("_BlitTexture"); public static readonly int _BlitTextureMSAA = Shader.PropertyToID("_BlitTextureMSAA"); public static readonly int _BlitScaleBias = Shader.PropertyToID("_BlitScaleBias"); public static readonly int _BlitMipLevel = Shader.PropertyToID("_BlitMipLevel"); public static readonly int _BlitScaleBiasRt = Shader.PropertyToID("_BlitScaleBiasRt"); public static readonly int _BlitTextureSize = Shader.PropertyToID("_BlitTextureSize"); public static readonly int _BlitPaddingSize = Shader.PropertyToID("_BlitPaddingSize"); public static readonly int _BlitTexArraySlice = Shader.PropertyToID("_BlitTexArraySlice"); public static readonly int _CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture"); public static readonly int _CameraMotionVectorsTexture = Shader.PropertyToID("_CameraMotionVectorsTexture"); public static readonly int _FullScreenDebugMode = Shader.PropertyToID("_FullScreenDebugMode"); public static readonly int _FullScreenDebugDepthRemap = Shader.PropertyToID("_FullScreenDebugDepthRemap"); public static readonly int _TransparencyOverdrawMaxPixelCost = Shader.PropertyToID("_TransparencyOverdrawMaxPixelCost"); public static readonly int _QuadOverdrawMaxQuadCost = Shader.PropertyToID("_QuadOverdrawMaxQuadCost"); public static readonly int _VertexDensityMaxPixelCost = Shader.PropertyToID("_VertexDensityMaxPixelCost"); public static readonly int _CustomDepthTexture = Shader.PropertyToID("_CustomDepthTexture"); public static readonly int _CustomColorTexture = Shader.PropertyToID("_CustomColorTexture"); public static readonly int _CustomPassInjectionPoint = Shader.PropertyToID("_CustomPassInjectionPoint"); public static readonly int _AfterPostProcessColorBuffer = Shader.PropertyToID("_AfterPostProcessColorBuffer"); public static readonly int _InputCubemap = Shader.PropertyToID("_InputCubemap"); public static readonly int _Mipmap = Shader.PropertyToID("_Mipmap"); public static readonly int _ApplyExposure = Shader.PropertyToID("_ApplyExposure"); public static readonly int _DiffusionProfileHash = Shader.PropertyToID("_DiffusionProfileHash"); public static readonly int _MaxRadius = Shader.PropertyToID("_MaxRadius"); public static readonly int _ShapeParam = Shader.PropertyToID("_ShapeParam"); public static readonly int _StdDev1 = Shader.PropertyToID("_StdDev1"); public static readonly int _StdDev2 = Shader.PropertyToID("_StdDev2"); public static readonly int _LerpWeight = Shader.PropertyToID("_LerpWeight"); public static readonly int _HalfRcpVarianceAndWeight1 = Shader.PropertyToID("_HalfRcpVarianceAndWeight1"); public static readonly int _HalfRcpVarianceAndWeight2 = Shader.PropertyToID("_HalfRcpVarianceAndWeight2"); public static readonly int _TransmissionTint = Shader.PropertyToID("_TransmissionTint"); public static readonly int _ThicknessRemap = Shader.PropertyToID("_ThicknessRemap"); public static readonly int _Cubemap = Shader.PropertyToID("_Cubemap"); public static readonly int _InvOmegaP = Shader.PropertyToID("_InvOmegaP"); public static readonly int _DistortionParam = Shader.PropertyToID("_DistortionParam"); public static readonly int _SkyParam = Shader.PropertyToID("_SkyParam"); public static readonly int _BackplateParameters0 = Shader.PropertyToID("_BackplateParameters0"); public static readonly int _BackplateParameters1 = Shader.PropertyToID("_BackplateParameters1"); public static readonly int _BackplateParameters2 = Shader.PropertyToID("_BackplateParameters2"); public static readonly int _BackplateShadowTint = Shader.PropertyToID("_BackplateShadowTint"); public static readonly int _BackplateShadowFilter = Shader.PropertyToID("_BackplateShadowFilter"); public static readonly int _SkyIntensity = Shader.PropertyToID("_SkyIntensity"); public static readonly int _PixelCoordToViewDirWS = Shader.PropertyToID("_PixelCoordToViewDirWS"); public static readonly int _Flowmap = Shader.PropertyToID("_Flowmap"); public static readonly int _FlowmapParam = Shader.PropertyToID("_FlowmapParam"); public static readonly int _Size = Shader.PropertyToID("_Size"); public static readonly int _Source = Shader.PropertyToID("_Source"); public static readonly int _Destination = Shader.PropertyToID("_Destination"); public static readonly int _Mip0 = Shader.PropertyToID("_Mip0"); public static readonly int _SourceMip = Shader.PropertyToID("_SourceMip"); public static readonly int _SrcOffsetAndLimit = Shader.PropertyToID("_SrcOffsetAndLimit"); public static readonly int _SrcScaleBias = Shader.PropertyToID("_SrcScaleBias"); public static readonly int _SrcUvLimits = Shader.PropertyToID("_SrcUvLimits"); public static readonly int _DstOffset = Shader.PropertyToID("_DstOffset"); public static readonly int _DepthMipChain = Shader.PropertyToID("_DepthMipChain"); public static readonly int _VBufferDensity = Shader.PropertyToID("_VBufferDensity"); public static readonly int _VBufferLighting = Shader.PropertyToID("_VBufferLighting"); public static readonly int _VBufferHistory = Shader.PropertyToID("_VBufferHistory"); public static readonly int _VBufferFeedback = Shader.PropertyToID("_VBufferFeedback"); public static readonly int _VolumeBounds = Shader.PropertyToID("_VolumeBounds"); public static readonly int _VolumeData = Shader.PropertyToID("_VolumeData"); public static readonly int _VolumeMaskAtlas = Shader.PropertyToID("_VolumeMaskAtlas"); public static readonly int _MaxZMaskTexture = Shader.PropertyToID("_MaxZMaskTexture"); public static readonly int _DilationWidth = Shader.PropertyToID("_DilationWidth"); public static readonly int _GroundIrradianceTexture = Shader.PropertyToID("_GroundIrradianceTexture"); public static readonly int _GroundIrradianceTable = Shader.PropertyToID("_GroundIrradianceTable"); public static readonly int _GroundIrradianceTableOrder = Shader.PropertyToID("_GroundIrradianceTableOrder"); public static readonly int _AirSingleScatteringTexture = Shader.PropertyToID("_AirSingleScatteringTexture"); public static readonly int _AirSingleScatteringTable = Shader.PropertyToID("_AirSingleScatteringTable"); public static readonly int _AerosolSingleScatteringTexture = Shader.PropertyToID("_AerosolSingleScatteringTexture"); public static readonly int _AerosolSingleScatteringTable = Shader.PropertyToID("_AerosolSingleScatteringTable"); public static readonly int _MultipleScatteringTexture = Shader.PropertyToID("_MultipleScatteringTexture"); public static readonly int _MultipleScatteringTable = Shader.PropertyToID("_MultipleScatteringTable"); public static readonly int _MultipleScatteringTableOrder = Shader.PropertyToID("_MultipleScatteringTableOrder"); public static readonly int _PlanetaryRadius = Shader.PropertyToID("_PlanetaryRadius"); public static readonly int _RcpPlanetaryRadius = Shader.PropertyToID("_RcpPlanetaryRadius"); public static readonly int _AtmosphericDepth = Shader.PropertyToID("_AtmosphericDepth"); public static readonly int _RcpAtmosphericDepth = Shader.PropertyToID("_RcpAtmosphericDepth"); public static readonly int _AtmosphericRadius = Shader.PropertyToID("_AtmosphericRadius"); public static readonly int _AerosolAnisotropy = Shader.PropertyToID("_AerosolAnisotropy"); public static readonly int _AerosolPhasePartConstant = Shader.PropertyToID("_AerosolPhasePartConstant"); public static readonly int _AirDensityFalloff = Shader.PropertyToID("_AirDensityFalloff"); public static readonly int _AirScaleHeight = Shader.PropertyToID("_AirScaleHeight"); public static readonly int _AerosolDensityFalloff = Shader.PropertyToID("_AerosolDensityFalloff"); public static readonly int _AerosolScaleHeight = Shader.PropertyToID("_AerosolScaleHeight"); public static readonly int _AirSeaLevelExtinction = Shader.PropertyToID("_AirSeaLevelExtinction"); public static readonly int _AerosolSeaLevelExtinction = Shader.PropertyToID("_AerosolSeaLevelExtinction"); public static readonly int _AirSeaLevelScattering = Shader.PropertyToID("_AirSeaLevelScattering"); public static readonly int _AerosolSeaLevelScattering = Shader.PropertyToID("_AerosolSeaLevelScattering"); public static readonly int _GroundAlbedo = Shader.PropertyToID("_GroundAlbedo"); public static readonly int _IntensityMultiplier = Shader.PropertyToID("_IntensityMultiplier"); public static readonly int _PlanetCenterPosition = Shader.PropertyToID("_PlanetCenterPosition"); public static readonly int _PlanetRotation = Shader.PropertyToID("_PlanetRotation"); public static readonly int _SpaceRotation = Shader.PropertyToID("_SpaceRotation"); public static readonly int _HasGroundAlbedoTexture = Shader.PropertyToID("_HasGroundAlbedoTexture"); public static readonly int _GroundAlbedoTexture = Shader.PropertyToID("_GroundAlbedoTexture"); public static readonly int _HasGroundEmissionTexture = Shader.PropertyToID("_HasGroundEmissionTexture"); public static readonly int _GroundEmissionTexture = Shader.PropertyToID("_GroundEmissionTexture"); public static readonly int _GroundEmissionMultiplier = Shader.PropertyToID("_GroundEmissionMultiplier"); public static readonly int _HasSpaceEmissionTexture = Shader.PropertyToID("_HasSpaceEmissionTexture"); public static readonly int _SpaceEmissionTexture = Shader.PropertyToID("_SpaceEmissionTexture"); public static readonly int _SpaceEmissionMultiplier = Shader.PropertyToID("_SpaceEmissionMultiplier"); public static readonly int _RenderSunDisk = Shader.PropertyToID("_RenderSunDisk"); public static readonly int _ColorSaturation = Shader.PropertyToID("_ColorSaturation"); public static readonly int _AlphaSaturation = Shader.PropertyToID("_AlphaSaturation"); public static readonly int _AlphaMultiplier = Shader.PropertyToID("_AlphaMultiplier"); public static readonly int _HorizonTint = Shader.PropertyToID("_HorizonTint"); public static readonly int _ZenithTint = Shader.PropertyToID("_ZenithTint"); public static readonly int _HorizonZenithShiftPower = Shader.PropertyToID("_HorizonZenithShiftPower"); public static readonly int _HorizonZenithShiftScale = Shader.PropertyToID("_HorizonZenithShiftScale"); // Raytracing variables public static readonly int _RayTracingLayerMask = Shader.PropertyToID("_RayTracingLayerMask"); public static readonly int _PixelSpreadAngleTangent = Shader.PropertyToID("_PixelSpreadAngleTangent"); public static readonly string _RaytracingAccelerationStructureName = "_RaytracingAccelerationStructure"; // Path tracing variables public static readonly int _PathTracedDoFConstants = Shader.PropertyToID("_PathTracedDoFConstants"); public static readonly int _InvViewportScaleBias = Shader.PropertyToID("_InvViewportScaleBias"); // Light Cluster public static readonly int _LightDatasRT = Shader.PropertyToID("_LightDatasRT"); public static readonly int _EnvLightDatasRT = Shader.PropertyToID("_EnvLightDatasRT"); public static readonly int _RaytracingLightCluster = Shader.PropertyToID("_RaytracingLightCluster"); public static readonly int _RaytracingLightClusterRW = Shader.PropertyToID("_RaytracingLightClusterRW"); // Denoising public static readonly int _HistoryBuffer = Shader.PropertyToID("_HistoryBuffer"); public static readonly int _HistoryBuffer0 = Shader.PropertyToID("_HistoryBuffer0"); public static readonly int _HistoryBuffer1 = Shader.PropertyToID("_HistoryBuffer1"); public static readonly int _ValidationBuffer = Shader.PropertyToID("_ValidationBuffer"); public static readonly int _ValidationBufferRW = Shader.PropertyToID("_ValidationBufferRW"); public static readonly int _HistoryDepthTexture = Shader.PropertyToID("_HistoryDepthTexture"); public static readonly int _HistoryNormalTexture = Shader.PropertyToID("_HistoryNormalTexture"); public static readonly int _RaytracingDenoiseRadius = Shader.PropertyToID("_RaytracingDenoiseRadius"); public static readonly int _DenoiserFilterRadius = Shader.PropertyToID("_DenoiserFilterRadius"); public static readonly int _NormalHistoryCriterion = Shader.PropertyToID("_NormalHistoryCriterion"); public static readonly int _DenoiseInputTexture = Shader.PropertyToID("_DenoiseInputTexture"); public static readonly int _DenoiseOutputTextureRW = Shader.PropertyToID("_DenoiseOutputTextureRW"); public static readonly int _HalfResolutionFilter = Shader.PropertyToID("_HalfResolutionFilter"); public static readonly int _DenoisingHistorySlot = Shader.PropertyToID("_DenoisingHistorySlot"); public static readonly int _HistoryValidity = Shader.PropertyToID("_HistoryValidity"); public static readonly int _ReflectionFilterMapping = Shader.PropertyToID("_ReflectionFilterMapping"); public static readonly int _DenoisingHistorySlice = Shader.PropertyToID("_DenoisingHistorySlice"); public static readonly int _DenoisingHistoryMask = Shader.PropertyToID("_DenoisingHistoryMask"); public static readonly int _DenoisingHistoryMaskSn = Shader.PropertyToID("_DenoisingHistoryMaskSn"); public static readonly int _DenoisingHistoryMaskUn = Shader.PropertyToID("_DenoisingHistoryMaskUn"); public static readonly int _HistoryValidityBuffer = Shader.PropertyToID("_HistoryValidityBuffer"); public static readonly int _ValidityOutputTextureRW = Shader.PropertyToID("_ValidityOutputTextureRW"); public static readonly int _VelocityBuffer = Shader.PropertyToID("_VelocityBuffer"); public static readonly int _ShadowFilterMapping = Shader.PropertyToID("_ShadowFilterMapping"); public static readonly int _DistanceTexture = Shader.PropertyToID("_DistanceTexture"); public static readonly int _JitterFramePeriod = Shader.PropertyToID("_JitterFramePeriod"); public static readonly int _SingleReflectionBounce = Shader.PropertyToID("_SingleReflectionBounce"); public static readonly int _HistoryBufferSize = Shader.PropertyToID("_HistoryBufferSize"); public static readonly int _CurrentEffectResolution = Shader.PropertyToID("_CurrentEffectResolution"); public static readonly int _SampleCountTextureRW = Shader.PropertyToID("_SampleCountTextureRW"); public static readonly int _AffectSmoothSurfaces = Shader.PropertyToID("_AffectSmoothSurfaces"); public static readonly int _ObjectMotionStencilBit = Shader.PropertyToID("_ObjectMotionStencilBit"); // Reflections public static readonly int _ReflectionHistorybufferRW = Shader.PropertyToID("_ReflectionHistorybufferRW"); public static readonly int _CurrentFrameTexture = Shader.PropertyToID("_CurrentFrameTexture"); public static readonly int _AccumulatedFrameTexture = Shader.PropertyToID("_AccumulatedFrameTexture"); public static readonly int _TemporalAccumuationWeight = Shader.PropertyToID("_TemporalAccumuationWeight"); public static readonly int _SpatialFilterRadius = Shader.PropertyToID("_SpatialFilterRadius"); public static readonly int _RaytracingHitDistanceTexture = Shader.PropertyToID("_RaytracingHitDistanceTexture"); public static readonly int _RaytracingVSNormalTexture = Shader.PropertyToID("_RaytracingVSNormalTexture"); public static readonly int _RaytracingReflectionTexture = Shader.PropertyToID("_RaytracingReflectionTexture"); // Shadows public static readonly int _RaytracingTargetAreaLight = Shader.PropertyToID("_RaytracingTargetAreaLight"); public static readonly int _RaytracingShadowSlot = Shader.PropertyToID("_RaytracingShadowSlot"); public static readonly int _RaytracingChannelMask = Shader.PropertyToID("_RaytracingChannelMask"); public static readonly int _RaytracingChannelMask0 = Shader.PropertyToID("_RaytracingChannelMask0"); public static readonly int _RaytracingChannelMask1 = Shader.PropertyToID("_RaytracingChannelMask1"); public static readonly int _RaytracingAreaWorldToLocal = Shader.PropertyToID("_RaytracingAreaWorldToLocal"); public static readonly int _RaytracedAreaShadowSample = Shader.PropertyToID("_RaytracedAreaShadowSample"); public static readonly int _RaytracedAreaShadowIntegration = Shader.PropertyToID("_RaytracedAreaShadowIntegration"); public static readonly int _RaytracingDirectionBuffer = Shader.PropertyToID("_RaytracingDirectionBuffer"); public static readonly int _RayTracingLengthBuffer = Shader.PropertyToID("_RayTracingLengthBuffer"); public static readonly int _RaytracingDistanceBufferRW = Shader.PropertyToID("_RaytracingDistanceBufferRW"); public static readonly int _RaytracingDistanceBuffer = Shader.PropertyToID("_RaytracingDistanceBuffer"); public static readonly int _AreaShadowTexture = Shader.PropertyToID("_AreaShadowTexture"); public static readonly int _AreaShadowTextureRW = Shader.PropertyToID("_AreaShadowTextureRW"); public static readonly int _ScreenSpaceShadowsTextureRW = Shader.PropertyToID("_ScreenSpaceShadowsTextureRW"); public static readonly int _AreaShadowHistory = Shader.PropertyToID("_AreaShadowHistory"); public static readonly int _AreaShadowHistoryRW = Shader.PropertyToID("_AreaShadowHistoryRW"); public static readonly int _AnalyticProbBuffer = Shader.PropertyToID("_AnalyticProbBuffer"); public static readonly int _AnalyticHistoryBuffer = Shader.PropertyToID("_AnalyticHistoryBuffer"); public static readonly int _RaytracingLightRadius = Shader.PropertyToID("_RaytracingLightRadius"); public static readonly int _RaytracingSpotAngle = Shader.PropertyToID("_RaytracingSpotAngle"); public static readonly int _RaytracedShadowIntegration = Shader.PropertyToID("_RaytracedShadowIntegration"); public static readonly int _RaytracedColorShadowIntegration = Shader.PropertyToID("_RaytracedColorShadowIntegration"); public static readonly int _DirectionalLightAngle = Shader.PropertyToID("_DirectionalLightAngle"); public static readonly int _DirectionalMaxRayLength = Shader.PropertyToID("_DirectionalMaxRayLength"); public static readonly int _DirectionalLightDirection = Shader.PropertyToID("_DirectionalLightDirection"); public static readonly int _SphereLightPosition = Shader.PropertyToID("_SphereLightPosition"); public static readonly int _SphereLightRadius = Shader.PropertyToID("_SphereLightRadius"); public static readonly int _CameraFOV = Shader.PropertyToID("_CameraFOV"); // Ambient occlusion public static readonly int _RaytracingAOIntensity = Shader.PropertyToID("_RaytracingAOIntensity"); // Ray count public static readonly int _RayCountTexture = Shader.PropertyToID("_RayCountTexture"); public static readonly int _RayCountType = Shader.PropertyToID("_RayCountType"); public static readonly int _InputRayCountTexture = Shader.PropertyToID("_InputRayCountTexture"); public static readonly int _InputRayCountBuffer = Shader.PropertyToID("_InputRayCountBuffer"); public static readonly int _OutputRayCountBuffer = Shader.PropertyToID("_OutputRayCountBuffer"); public static readonly int _InputBufferDimension = Shader.PropertyToID("_InputBufferDimension"); public static readonly int _OutputBufferDimension = Shader.PropertyToID("_OutputBufferDimension"); // Primary Visibility public static readonly int _RaytracingFlagMask = Shader.PropertyToID("_RaytracingFlagMask"); public static readonly int _RaytracingPrimaryDebug = Shader.PropertyToID("_RaytracingPrimaryDebug"); public static readonly int _RaytracingCameraSkyEnabled = Shader.PropertyToID("_RaytracingCameraSkyEnabled"); public static readonly int _RaytracingCameraClearColor = Shader.PropertyToID("_RaytracingCameraClearColor"); // Indirect diffuse public static readonly int _IndirectDiffuseTexture = Shader.PropertyToID("_IndirectDiffuseTexture"); public static readonly int _IndirectDiffuseTextureRW = Shader.PropertyToID("_IndirectDiffuseTextureRW"); public static readonly int _IndirectDiffuseTexture0RW = Shader.PropertyToID("_IndirectDiffuseTexture0RW"); public static readonly int _IndirectDiffuseTexture1RW = Shader.PropertyToID("_IndirectDiffuseTexture1RW"); public static readonly int _IndirectDiffuseTexture0 = Shader.PropertyToID("_IndirectDiffuseTexture0"); public static readonly int _IndirectDiffuseTexture1 = Shader.PropertyToID("_IndirectDiffuseTexture1"); public static readonly int _UpscaledIndirectDiffuseTextureRW = Shader.PropertyToID("_UpscaledIndirectDiffuseTextureRW"); public static readonly int _IndirectDiffuseHitPointTexture = Shader.PropertyToID("_IndirectDiffuseHitPointTexture"); public static readonly int _IndirectDiffuseHitPointTextureRW = Shader.PropertyToID("_IndirectDiffuseHitPointTextureRW"); public static readonly int _IndirectDiffuseThicknessScale = Shader.PropertyToID("_IndirectDiffuseThicknessScale"); public static readonly int _IndirectDiffuseThicknessBias = Shader.PropertyToID("_IndirectDiffuseThicknessBias"); public static readonly int _IndirectDiffuseSteps = Shader.PropertyToID("_IndirectDiffuseSteps"); public static readonly int _InputNoisyBuffer = Shader.PropertyToID("_InputNoisyBuffer"); public static readonly int _InputNoisyBuffer0 = Shader.PropertyToID("_InputNoisyBuffer0"); public static readonly int _InputNoisyBuffer1 = Shader.PropertyToID("_InputNoisyBuffer1"); public static readonly int _OutputFilteredBuffer = Shader.PropertyToID("_OutputFilteredBuffer"); public static readonly int _OutputFilteredBuffer0 = Shader.PropertyToID("_OutputFilteredBuffer0"); public static readonly int _OutputFilteredBuffer1 = Shader.PropertyToID("_OutputFilteredBuffer1"); public static readonly int _LowResolutionTexture = Shader.PropertyToID("_LowResolutionTexture"); public static readonly int _OutputUpscaledTexture = Shader.PropertyToID("_OutputUpscaledTexture"); public static readonly int _IndirectDiffuseSpatialFilter = Shader.PropertyToID("_IndirectDiffuseSpatialFilter"); // Deferred Lighting public static readonly int _RaytracingLitBufferRW = Shader.PropertyToID("_RaytracingLitBufferRW"); public static readonly int _RayTracingDiffuseLightingOnly = Shader.PropertyToID("_RayTracingDiffuseLightingOnly"); public static readonly int _RaytracingHalfResolution = Shader.PropertyToID("_RaytracingHalfResolution"); // Ray binning public static readonly int _RayBinResult = Shader.PropertyToID("_RayBinResult"); public static readonly int _RayBinSizeResult = Shader.PropertyToID("_RayBinSizeResult"); public static readonly int _RayBinTileCountX = Shader.PropertyToID("_RayBinTileCountX"); public static readonly int _BufferSizeX = Shader.PropertyToID("_BufferSizeX"); // Sub Surface public static readonly int _ThroughputTextureRW = Shader.PropertyToID("_ThroughputTextureRW"); public static readonly int _NormalTextureRW = Shader.PropertyToID("_NormalTextureRW"); public static readonly int _DirectionTextureRW = Shader.PropertyToID("_DirectionTextureRW"); public static readonly int _PositionTextureRW = Shader.PropertyToID("_PositionTextureRW"); public static readonly int _DiffuseLightingTextureRW = Shader.PropertyToID("_DiffuseLightingTextureRW"); public static readonly int _SubSurfaceLightingBuffer = Shader.PropertyToID("_SubSurfaceLightingBuffer"); public static readonly int _IndirectDiffuseLightingBuffer = Shader.PropertyToID("_IndirectDiffuseLightingBuffer"); // Accumulation public static readonly int _AccumulationFrameIndex = Shader.PropertyToID("_AccumulationFrameIndex"); public static readonly int _AccumulationNumSamples = Shader.PropertyToID("_AccumulationNumSamples"); public static readonly int _AccumulationWeights = Shader.PropertyToID("_AccumulationWeights"); public static readonly int _AccumulationNeedsExposure = Shader.PropertyToID("_AccumulationNeedsExposure"); public static readonly int _RadianceTexture = Shader.PropertyToID("_RadianceTexture"); // Preintegrated texture name public static readonly int _PreIntegratedFGD_GGXDisneyDiffuse = Shader.PropertyToID("_PreIntegratedFGD_GGXDisneyDiffuse"); public static readonly int _PreIntegratedFGD_CharlieAndFabric = Shader.PropertyToID("_PreIntegratedFGD_CharlieAndFabric"); public static readonly int _ExposureTexture = Shader.PropertyToID("_ExposureTexture"); public static readonly int _PrevExposureTexture = Shader.PropertyToID("_PrevExposureTexture"); public static readonly int _PreviousExposureTexture = Shader.PropertyToID("_PreviousExposureTexture"); public static readonly int _ExposureDebugTexture = Shader.PropertyToID("_ExposureDebugTexture"); public static readonly int _ExposureParams = Shader.PropertyToID("_ExposureParams"); public static readonly int _ExposureParams2 = Shader.PropertyToID("_ExposureParams2"); public static readonly int _ExposureDebugParams = Shader.PropertyToID("_ExposureDebugParams"); public static readonly int _HistogramExposureParams = Shader.PropertyToID("_HistogramExposureParams"); public static readonly int _HistogramBuffer = Shader.PropertyToID("_HistogramBuffer"); public static readonly int _FullImageHistogram = Shader.PropertyToID("_FullImageHistogram"); public static readonly int _AdaptationParams = Shader.PropertyToID("_AdaptationParams"); public static readonly int _ExposureCurveTexture = Shader.PropertyToID("_ExposureCurveTexture"); public static readonly int _ExposureWeightMask = Shader.PropertyToID("_ExposureWeightMask"); public static readonly int _ProceduralMaskParams = Shader.PropertyToID("_ProceduralMaskParams"); public static readonly int _ProceduralMaskParams2 = Shader.PropertyToID("_ProceduralMaskParams2"); public static readonly int _Variants = Shader.PropertyToID("_Variants"); public static readonly int _InputTexture = Shader.PropertyToID("_InputTexture"); public static readonly int _InputTextureMSAA = Shader.PropertyToID("_InputTextureMSAA"); public static readonly int _OutputTexture = Shader.PropertyToID("_OutputTexture"); public static readonly int _SourceTexture = Shader.PropertyToID("_SourceTexture"); public static readonly int _InputHistoryTexture = Shader.PropertyToID("_InputHistoryTexture"); public static readonly int _OutputHistoryTexture = Shader.PropertyToID("_OutputHistoryTexture"); public static readonly int _InputVelocityMagnitudeHistory = Shader.PropertyToID("_InputVelocityMagnitudeHistory"); public static readonly int _OutputVelocityMagnitudeHistory = Shader.PropertyToID("_OutputVelocityMagnitudeHistory"); public static readonly int _TargetScale = Shader.PropertyToID("_TargetScale"); public static readonly int _Params = Shader.PropertyToID("_Params"); public static readonly int _Params1 = Shader.PropertyToID("_Params1"); public static readonly int _Params2 = Shader.PropertyToID("_Params2"); public static readonly int _BokehKernel = Shader.PropertyToID("_BokehKernel"); public static readonly int _InputCoCTexture = Shader.PropertyToID("_InputCoCTexture"); public static readonly int _InputHistoryCoCTexture = Shader.PropertyToID("_InputHistoryCoCTexture"); public static readonly int _OutputCoCTexture = Shader.PropertyToID("_OutputCoCTexture"); public static readonly int _OutputNearCoCTexture = Shader.PropertyToID("_OutputNearCoCTexture"); public static readonly int _OutputNearTexture = Shader.PropertyToID("_OutputNearTexture"); public static readonly int _OutputFarCoCTexture = Shader.PropertyToID("_OutputFarCoCTexture"); public static readonly int _OutputFarTexture = Shader.PropertyToID("_OutputFarTexture"); public static readonly int _OutputMip1 = Shader.PropertyToID("_OutputMip1"); public static readonly int _OutputMip2 = Shader.PropertyToID("_OutputMip2"); public static readonly int _OutputMip3 = Shader.PropertyToID("_OutputMip3"); public static readonly int _OutputMip4 = Shader.PropertyToID("_OutputMip4"); public static readonly int _OutputMip5 = Shader.PropertyToID("_OutputMip5"); public static readonly int _OutputMip6 = Shader.PropertyToID("_OutputMip6"); public static readonly int _IndirectBuffer = Shader.PropertyToID("_IndirectBuffer"); public static readonly int _InputNearCoCTexture = Shader.PropertyToID("_InputNearCoCTexture"); public static readonly int _NearTileList = Shader.PropertyToID("_NearTileList"); public static readonly int _InputFarTexture = Shader.PropertyToID("_InputFarTexture"); public static readonly int _InputNearTexture = Shader.PropertyToID("_InputNearTexture"); public static readonly int _InputFarCoCTexture = Shader.PropertyToID("_InputFarCoCTexture"); public static readonly int _FarTileList = Shader.PropertyToID("_FarTileList"); public static readonly int _TileList = Shader.PropertyToID("_TileList"); public static readonly int _TexelSize = Shader.PropertyToID("_TexelSize"); public static readonly int _InputDilatedCoCTexture = Shader.PropertyToID("_InputDilatedCoCTexture"); public static readonly int _OutputAlphaTexture = Shader.PropertyToID("_OutputAlphaTexture"); public static readonly int _InputNearAlphaTexture = Shader.PropertyToID("_InputNearAlphaTexture"); public static readonly int _CoCTargetScale = Shader.PropertyToID("_CoCTargetScale"); public static readonly int _DepthMinMaxAvg = Shader.PropertyToID("_DepthMinMaxAvg"); public static readonly int _BloomParams = Shader.PropertyToID("_BloomParams"); public static readonly int _BloomTint = Shader.PropertyToID("_BloomTint"); public static readonly int _BloomTexture = Shader.PropertyToID("_BloomTexture"); public static readonly int _BloomDirtTexture = Shader.PropertyToID("_BloomDirtTexture"); public static readonly int _BloomDirtScaleOffset = Shader.PropertyToID("_BloomDirtScaleOffset"); public static readonly int _InputLowTexture = Shader.PropertyToID("_InputLowTexture"); public static readonly int _InputHighTexture = Shader.PropertyToID("_InputHighTexture"); public static readonly int _BloomBicubicParams = Shader.PropertyToID("_BloomBicubicParams"); public static readonly int _BloomThreshold = Shader.PropertyToID("_BloomThreshold"); public static readonly int _ChromaSpectralLut = Shader.PropertyToID("_ChromaSpectralLut"); public static readonly int _ChromaParams = Shader.PropertyToID("_ChromaParams"); public static readonly int _AlphaScaleBias = Shader.PropertyToID("_AlphaScaleBias"); public static readonly int _VignetteParams1 = Shader.PropertyToID("_VignetteParams1"); public static readonly int _VignetteParams2 = Shader.PropertyToID("_VignetteParams2"); public static readonly int _VignetteColor = Shader.PropertyToID("_VignetteColor"); public static readonly int _VignetteMask = Shader.PropertyToID("_VignetteMask"); public static readonly int _DistortionParams1 = Shader.PropertyToID("_DistortionParams1"); public static readonly int _DistortionParams2 = Shader.PropertyToID("_DistortionParams2"); public static readonly int _LogLut3D = Shader.PropertyToID("_LogLut3D"); public static readonly int _LogLut3D_Params = Shader.PropertyToID("_LogLut3D_Params"); public static readonly int _ColorBalance = Shader.PropertyToID("_ColorBalance"); public static readonly int _ColorFilter = Shader.PropertyToID("_ColorFilter"); public static readonly int _ChannelMixerRed = Shader.PropertyToID("_ChannelMixerRed"); public static readonly int _ChannelMixerGreen = Shader.PropertyToID("_ChannelMixerGreen"); public static readonly int _ChannelMixerBlue = Shader.PropertyToID("_ChannelMixerBlue"); public static readonly int _HueSatCon = Shader.PropertyToID("_HueSatCon"); public static readonly int _Lift = Shader.PropertyToID("_Lift"); public static readonly int _Gamma = Shader.PropertyToID("_Gamma"); public static readonly int _Gain = Shader.PropertyToID("_Gain"); public static readonly int _Shadows = Shader.PropertyToID("_Shadows"); public static readonly int _Midtones = Shader.PropertyToID("_Midtones"); public static readonly int _Highlights = Shader.PropertyToID("_Highlights"); public static readonly int _ShaHiLimits = Shader.PropertyToID("_ShaHiLimits"); public static readonly int _SplitShadows = Shader.PropertyToID("_SplitShadows"); public static readonly int _SplitHighlights = Shader.PropertyToID("_SplitHighlights"); public static readonly int _CurveMaster = Shader.PropertyToID("_CurveMaster"); public static readonly int _CurveRed = Shader.PropertyToID("_CurveRed"); public static readonly int _CurveGreen = Shader.PropertyToID("_CurveGreen"); public static readonly int _CurveBlue = Shader.PropertyToID("_CurveBlue"); public static readonly int _CurveHueVsHue = Shader.PropertyToID("_CurveHueVsHue"); public static readonly int _CurveHueVsSat = Shader.PropertyToID("_CurveHueVsSat"); public static readonly int _CurveSatVsSat = Shader.PropertyToID("_CurveSatVsSat"); public static readonly int _CurveLumVsSat = Shader.PropertyToID("_CurveLumVsSat"); public static readonly int _CustomToneCurve = Shader.PropertyToID("_CustomToneCurve"); public static readonly int _ToeSegmentA = Shader.PropertyToID("_ToeSegmentA"); public static readonly int _ToeSegmentB = Shader.PropertyToID("_ToeSegmentB"); public static readonly int _MidSegmentA = Shader.PropertyToID("_MidSegmentA"); public static readonly int _MidSegmentB = Shader.PropertyToID("_MidSegmentB"); public static readonly int _ShoSegmentA = Shader.PropertyToID("_ShoSegmentA"); public static readonly int _ShoSegmentB = Shader.PropertyToID("_ShoSegmentB"); public static readonly int _Depth = Shader.PropertyToID("_Depth"); public static readonly int _LinearZ = Shader.PropertyToID("_LinearZ"); public static readonly int _DS2x = Shader.PropertyToID("_DS2x"); public static readonly int _DS4x = Shader.PropertyToID("_DS4x"); public static readonly int _DS8x = Shader.PropertyToID("_DS8x"); public static readonly int _DS16x = Shader.PropertyToID("_DS16x"); public static readonly int _DS2xAtlas = Shader.PropertyToID("_DS2xAtlas"); public static readonly int _DS4xAtlas = Shader.PropertyToID("_DS4xAtlas"); public static readonly int _DS8xAtlas = Shader.PropertyToID("_DS8xAtlas"); public static readonly int _DS16xAtlas = Shader.PropertyToID("_DS16xAtlas"); public static readonly int _InvThicknessTable = Shader.PropertyToID("_InvThicknessTable"); public static readonly int _SampleWeightTable = Shader.PropertyToID("_SampleWeightTable"); public static readonly int _InvSliceDimension = Shader.PropertyToID("_InvSliceDimension"); public static readonly int _AdditionalParams = Shader.PropertyToID("_AdditionalParams"); public static readonly int _Occlusion = Shader.PropertyToID("_Occlusion"); public static readonly int _InvLowResolution = Shader.PropertyToID("_InvLowResolution"); public static readonly int _InvHighResolution = Shader.PropertyToID("_InvHighResolution"); public static readonly int _LoResDB = Shader.PropertyToID("_LoResDB"); public static readonly int _HiResDB = Shader.PropertyToID("_HiResDB"); public static readonly int _LoResAO1 = Shader.PropertyToID("_LoResAO1"); public static readonly int _HiResAO = Shader.PropertyToID("_HiResAO"); public static readonly int _AoResult = Shader.PropertyToID("_AoResult"); public static readonly int _GrainTexture = Shader.PropertyToID("_GrainTexture"); public static readonly int _GrainParams = Shader.PropertyToID("_GrainParams"); public static readonly int _GrainTextureParams = Shader.PropertyToID("_GrainTextureParams"); public static readonly int _BlueNoiseTexture = Shader.PropertyToID("_BlueNoiseTexture"); public static readonly int _AlphaTexture = Shader.PropertyToID("_AlphaTexture"); public static readonly int _OwenScrambledRGTexture = Shader.PropertyToID("_OwenScrambledRGTexture"); public static readonly int _OwenScrambledTexture = Shader.PropertyToID("_OwenScrambledTexture"); public static readonly int _ScramblingTileXSPP = Shader.PropertyToID("_ScramblingTileXSPP"); public static readonly int _RankingTileXSPP = Shader.PropertyToID("_RankingTileXSPP"); public static readonly int _ScramblingTexture = Shader.PropertyToID("_ScramblingTexture"); public static readonly int _AfterPostProcessTexture = Shader.PropertyToID("_AfterPostProcessTexture"); public static readonly int _DitherParams = Shader.PropertyToID("_DitherParams"); public static readonly int _KeepAlpha = Shader.PropertyToID("_KeepAlpha"); public static readonly int _UVTransform = Shader.PropertyToID("_UVTransform"); public static readonly int _MotionVecAndDepth = Shader.PropertyToID("_MotionVecAndDepth"); public static readonly int _TileMinMaxMotionVec = Shader.PropertyToID("_TileMinMaxMotionVec"); public static readonly int _TileMaxNeighbourhood = Shader.PropertyToID("_TileMaxNeighbourhood"); public static readonly int _TileToScatterMax = Shader.PropertyToID("_TileToScatterMax"); public static readonly int _TileToScatterMin = Shader.PropertyToID("_TileToScatterMin"); public static readonly int _TileTargetSize = Shader.PropertyToID("_TileTargetSize"); public static readonly int _MotionBlurParams = Shader.PropertyToID("_MotionBlurParams0"); public static readonly int _MotionBlurParams1 = Shader.PropertyToID("_MotionBlurParams1"); public static readonly int _MotionBlurParams2 = Shader.PropertyToID("_MotionBlurParams2"); public static readonly int _MotionBlurParams3 = Shader.PropertyToID("_MotionBlurParams3"); public static readonly int _PrevVPMatrixNoTranslation = Shader.PropertyToID("_PrevVPMatrixNoTranslation"); public static readonly int _CurrVPMatrixNoTranslation = Shader.PropertyToID("_CurrVPMatrixNoTranslation"); public static readonly int _SMAAAreaTex = Shader.PropertyToID("_AreaTex"); public static readonly int _SMAASearchTex = Shader.PropertyToID("_SearchTex"); public static readonly int _SMAABlendTex = Shader.PropertyToID("_BlendTex"); public static readonly int _SMAARTMetrics = Shader.PropertyToID("_SMAARTMetrics"); public static readonly int _LowResDepthTexture = Shader.PropertyToID("_LowResDepthTexture"); public static readonly int _LowResTransparent = Shader.PropertyToID("_LowResTransparent"); public static readonly int _ShaderVariablesAmbientOcclusion = Shader.PropertyToID("ShaderVariablesAmbientOcclusion"); public static readonly int _OcclusionTexture = Shader.PropertyToID("_OcclusionTexture"); public static readonly int _BentNormalsTexture = Shader.PropertyToID("_BentNormalsTexture"); public static readonly int _AOPackedData = Shader.PropertyToID("_AOPackedData"); public static readonly int _AOPackedHistory = Shader.PropertyToID("_AOPackedHistory"); public static readonly int _AOPackedBlurred = Shader.PropertyToID("_AOPackedBlurred"); public static readonly int _AOOutputHistory = Shader.PropertyToID("_AOOutputHistory"); // Contrast Adaptive Sharpening public static readonly int _Sharpness = Shader.PropertyToID("Sharpness"); public static readonly int _InputTextureDimensions = Shader.PropertyToID("InputTextureDimensions"); public static readonly int _OutputTextureDimensions = Shader.PropertyToID("OutputTextureDimensions"); // BlitCubeTextureFace.shader public static readonly int _InputTex = Shader.PropertyToID("_InputTex"); public static readonly int _LoD = Shader.PropertyToID("_LoD"); public static readonly int _FaceIndex = Shader.PropertyToID("_FaceIndex"); // Custom Pass Utils API public static readonly int _SourceScaleBias = Shader.PropertyToID("_SourceScaleBias"); public static readonly int _GaussianWeights = Shader.PropertyToID("_GaussianWeights"); public static readonly int _SampleCount = Shader.PropertyToID("_SampleCount"); public static readonly int _Radius = Shader.PropertyToID("_Radius"); public static readonly int _ViewPortSize = Shader.PropertyToID("_ViewPortSize"); public static readonly int _ViewportScaleBias = Shader.PropertyToID("_ViewportScaleBias"); public static readonly int _SourceSize = Shader.PropertyToID("_SourceSize"); public static readonly int _SourceScaleFactor = Shader.PropertyToID("_SourceScaleFactor"); // Probe Volumes public static readonly int _ProbeVolumeAtlasSH = Shader.PropertyToID("_ProbeVolumeAtlasSH"); public static readonly int _ProbeVolumeAtlasResolutionAndSliceCount = Shader.PropertyToID("_ProbeVolumeAtlasResolutionAndSliceCount"); public static readonly int _ProbeVolumeAtlasResolutionAndSliceCountInverse = Shader.PropertyToID("_ProbeVolumeAtlasResolutionAndSliceCountInverse"); public static readonly int _ProbeVolumeAtlasOctahedralDepth = Shader.PropertyToID("_ProbeVolumeAtlasOctahedralDepth"); public static readonly int _ProbeVolumeResolution = Shader.PropertyToID("_ProbeVolumeResolution"); public static readonly int _ProbeVolumeResolutionInverse = Shader.PropertyToID("_ProbeVolumeResolutionInverse"); public static readonly int _ProbeVolumeAtlasScale = Shader.PropertyToID("_ProbeVolumeAtlasScale"); public static readonly int _ProbeVolumeAtlasBias = Shader.PropertyToID("_ProbeVolumeAtlasBias"); public static readonly int _ProbeVolumeAtlasReadBufferCount = Shader.PropertyToID("_ProbeVolumeAtlasReadBufferCount"); public static readonly int _ProbeVolumeAtlasReadSHL01Buffer = Shader.PropertyToID("_ProbeVolumeAtlasReadSHL01Buffer"); public static readonly int _ProbeVolumeAtlasReadSHL2Buffer = Shader.PropertyToID("_ProbeVolumeAtlasReadSHL2Buffer"); public static readonly int _ProbeVolumeAtlasReadValidityBuffer = Shader.PropertyToID("_ProbeVolumeAtlasReadValidityBuffer"); public static readonly int _ProbeVolumeAtlasWriteTextureSH = Shader.PropertyToID("_ProbeVolumeAtlasWriteTextureSH"); public static readonly int _ProbeVolumeAtlasOctahedralDepthScaleBias = Shader.PropertyToID("_ProbeVolumeAtlasOctahedralDepthScaleBias"); public static readonly int _ProbeVolumeAtlasOctahedralDepthResolutionAndInverse = Shader.PropertyToID("_ProbeVolumeAtlasOctahedralDepthResolutionAndInverse"); public static readonly int _ProbeVolumeAtlasOctahedralDepthReadBufferCount = Shader.PropertyToID("_ProbeVolumeAtlasOctahedralDepthReadBufferCount"); public static readonly int _ProbeVolumeAtlasOctahedralDepthReadBuffer = Shader.PropertyToID("_ProbeVolumeAtlasOctahedralDepthReadBuffer"); public static readonly int _ProbeVolumeAtlasOctahedralDepthWriteTexture = Shader.PropertyToID("_ProbeVolumeAtlasOctahedralDepthWriteTexture"); public static readonly int _ProbeVolumeAtlasOctahedralDepthScaleBiasTexels = Shader.PropertyToID("_ProbeVolumeAtlasOctahedralDepthScaleBiasTexels"); public static readonly int _ProbeVolumeAtlasOctahedralDepthRWTexture = Shader.PropertyToID("_ProbeVolumeAtlasOctahedralDepthRWTexture"); public static readonly int _FilterSampleCount = Shader.PropertyToID("_FilterSampleCount"); public static readonly int _FilterSharpness = Shader.PropertyToID("_FilterSharpness"); public static readonly int _AtlasTextureSH = Shader.PropertyToID("_AtlasTextureSH"); public static readonly int _TextureViewScale = Shader.PropertyToID("_TextureViewScale"); public static readonly int _TextureViewBias = Shader.PropertyToID("_TextureViewBias"); public static readonly int _TextureViewResolution = Shader.PropertyToID("_TextureViewResolution"); public static readonly int _AtlasTextureOctahedralDepth = Shader.PropertyToID("_AtlasTextureOctahedralDepth"); public static readonly int _AtlasTextureOctahedralDepthScaleBias = Shader.PropertyToID("_AtlasTextureOctahedralDepthScaleBias"); public static readonly int _ValidRange = Shader.PropertyToID("_ValidRange"); public static readonly int _ProbeVolumeAtlasSliceMode = Shader.PropertyToID("_ProbeVolumeAtlasSliceMode"); } /// /// Material property names used in HDRP Shaders. /// public static class HDMaterialProperties { /// Depth Write. public const string kZWrite = "_ZWrite"; /// Depth Write for Transparent Materials. public const string kTransparentZWrite = "_TransparentZWrite"; /// Cull Mode for Transparent Materials. public const string kTransparentCullMode = "_TransparentCullMode"; /// Cull Mode for Opaque Materials. public const string kOpaqueCullMode = "_OpaqueCullMode"; /// Depth Test for Transparent Materials. public const string kZTestTransparent = "_ZTestTransparent"; /// Is Raytracing supported. public const string kRayTracing = "_RayTracing"; /// Surface Type. public const string kSurfaceType = "_SurfaceType"; /// Receive Decals. public const string kSupportDecals = kEnableDecals; /// Enable Alpha Cutoff. public const string kAlphaCutoffEnabled = "_AlphaCutoffEnable"; /// Blend Mode. public const string kBlendMode = "_BlendMode"; /// Enable Alpha to Mask. public const string kAlphaToMask = "_AlphaToMask"; /// Enable Fog on Transparent Materials. public const string kEnableFogOnTransparent = "_EnableFogOnTransparent"; /// Enable Depth Test for distortion. internal const string kDistortionDepthTest = "_DistortionDepthTest"; /// Enable distortion. public const string kDistortionEnable = "_DistortionEnable"; /// Depth Test for distortion. public const string kZTestModeDistortion = "_ZTestModeDistortion"; /// Blend Mode for distortion. public const string kDistortionBlendMode = "_DistortionBlendMode"; /// Transparent Material Writes Motion Vectors. public const string kTransparentWritingMotionVec = "_TransparentWritingMotionVec"; /// Enable Preserve Specular Lighting. public const string kEnableBlendModePreserveSpecularLighting = "_EnableBlendModePreserveSpecularLighting"; /// Enable Back then Front rendering. public const string kTransparentBackfaceEnable = "_TransparentBackfaceEnable"; /// Enable double sided. public const string kDoubleSidedEnable = "_DoubleSidedEnable"; /// Double sided normal mode. public const string kDoubleSidedNormalMode = "_DoubleSidedNormalMode"; /// Enable distortion only (for Unlit). public const string kDistortionOnly = "_DistortionOnly"; /// Enable Depth Prepass. public const string kTransparentDepthPrepassEnable = "_TransparentDepthPrepassEnable"; /// Enable Depth PostPass. public const string kTransparentDepthPostpassEnable = "_TransparentDepthPostpassEnable"; /// Transparent material sorting priority. public const string kTransparentSortPriority = "_TransparentSortPriority"; /// Receive SSR. public const string kReceivesSSR = "_ReceivesSSR"; /// Receive SSR for Transparent materials. public const string kReceivesSSRTransparent = "_ReceivesSSRTransparent"; /// Enable Depth Offset. public const string kDepthOffsetEnable = "_DepthOffsetEnable"; /// Enable affect Albedo (decal only). public const string kAffectAlbedo = "_AffectAlbedo"; /// Enable affect Normal (decal only. public const string kAffectNormal = "_AffectNormal"; /// Enable affect AO (decal only. public const string kAffectAO = "_AffectAO"; /// Enable affect Metal (decal only. public const string kAffectMetal = "_AffectMetal"; /// Enable affect Smoothness (decal only. public const string kAffectSmoothness = "_AffectSmoothness"; /// Enable affect Emission (decal only. public const string kAffectEmission = "_AffectEmission"; // Internal properties internal const string kStencilRef = "_StencilRef"; internal const string kStencilWriteMask = "_StencilWriteMask"; internal const string kStencilRefDepth = "_StencilRefDepth"; internal const string kStencilWriteMaskDepth = "_StencilWriteMaskDepth"; internal const string kStencilRefGBuffer = "_StencilRefGBuffer"; internal const string kStencilWriteMaskGBuffer = "_StencilWriteMaskGBuffer"; internal const string kStencilRefMV = "_StencilRefMV"; internal const string kStencilWriteMaskMV = "_StencilWriteMaskMV"; internal const string kStencilRefDistortionVec = "_StencilRefDistortionVec"; internal const string kStencilWriteMaskDistortionVec = "_StencilWriteMaskDistortionVec"; internal const string kDecalStencilWriteMask = "_DecalStencilWriteMask"; internal const string kDecalStencilRef = "_DecalStencilRef"; internal const string kUseSplitLighting = "_RequireSplitLighting"; internal static readonly Color[] kLayerColors = { Color.white, Color.red, Color.green, Color.blue }; internal const string kDecalColorMask0 = "_DecalColorMask0"; internal const string kDecalColorMask1 = "_DecalColorMask1"; internal const string kDecalColorMask2 = "_DecalColorMask2"; internal const string kDecalColorMask3 = "_DecalColorMask3"; internal const string kEnableDecals = "_SupportDecals"; internal const int kMaxLayerCount = 4; internal const string kLayerCount = "_LayerCount"; internal const string kUVBase = "_UVBase"; internal const string kTexWorldScale = "_TexWorldScale"; internal const string kUVMappingMask = "_UVMappingMask"; internal const string kUVDetail = "_UVDetail"; internal const string kUVDetailsMappingMask = "_UVDetailsMappingMask"; internal const string kDecalLayerMaskFromDecal = "_DecalLayerMaskFromDecal"; internal const string kDisplacementMode = "_DisplacementMode"; internal const string kMaterialID = "_MaterialID"; internal const string kEmissiveColorMap = "_EmissiveColorMap"; internal const string kTransmissionEnable = "_TransmissionEnable"; internal const string kZTestGBuffer = "_ZTestGBuffer"; internal const string kZTestDepthEqualForOpaque = "_ZTestDepthEqualForOpaque"; internal const string kAlphaToMaskInspector = "_AlphaToMaskInspectorValue"; internal const string kEmissionColor = "_EmissionColor"; internal const string kEnableSSR = kReceivesSSR; internal const string kAddPrecomputedVelocity = "_AddPrecomputedVelocity"; internal const string kShadowMatteFilter = "_ShadowMatteFilter"; internal const string kRefractionModel = "_RefractionModel"; } }