1068 lines
82 KiB
C#

namespace UnityEngine.Rendering.HighDefinition
{
/// <summary>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.</summary>
public static class HDShaderPassNames
{
// ShaderPass string - use to have consistent name through the code
/// <summary>Empty pass name.</summary>
public static readonly string s_EmptyStr = "";
/// <summary>Forward pass name.</summary>
public static readonly string s_ForwardStr = "Forward";
/// <summary>Depth Only pass name.</summary>
public static readonly string s_DepthOnlyStr = "DepthOnly";
/// <summary>Depth Forward Only pass name.</summary>
public static readonly string s_DepthForwardOnlyStr = "DepthForwardOnly";
/// <summary>Forward Only pass name.</summary>
public static readonly string s_ForwardOnlyStr = "ForwardOnly";
/// <summary>GBuffer pass name.</summary>
public static readonly string s_GBufferStr = "GBuffer";
/// <summary>GBuffer With Prepass pass name.</summary>
public static readonly string s_GBufferWithPrepassStr = "GBufferWithPrepass";
/// <summary>Legacy Unlit cross pipeline pass name.</summary>
public static readonly string s_SRPDefaultUnlitStr = "SRPDefaultUnlit";
/// <summary>Motion Vectors pass name.</summary>
public static readonly string s_MotionVectorsStr = "MotionVectors";
/// <summary>Distortion Vectors pass name.</summary>
public static readonly string s_DistortionVectorsStr = "DistortionVectors";
/// <summary>Transparent Depth Prepass pass name.</summary>
public static readonly string s_TransparentDepthPrepassStr = "TransparentDepthPrepass";
/// <summary>Transparent Backface pass name.</summary>
public static readonly string s_TransparentBackfaceStr = "TransparentBackface";
/// <summary>Transparent Depth Postpass pass name.</summary>
public static readonly string s_TransparentDepthPostpassStr = "TransparentDepthPostpass";
/// <summary>RayTracing Prepass pass name.</summary>
public static readonly string s_RayTracingPrepassStr = "RayTracingPrepass";
/// <summary>Visibility DXR pass name.</summary>
public static readonly string s_RayTracingVisibilityStr = "VisibilityDXR";
/// <summary>PathTracing DXR pass name.</summary>
public static readonly string s_PathTracingDXRStr = "PathTracingDXR";
/// <summary>META pass name.</summary>
public static readonly string s_MetaStr = "META";
/// <summary>Shadow Caster pass name.</summary>
public static readonly string s_ShadowCasterStr = "ShadowCaster";
/// <summary>FullScreen Debug pass name.</summary>
public static readonly string s_FullScreenDebugStr = "FullScreenDebug";
/// <summary>DBuffer Projector pass name.</summary>
public static readonly string s_DBufferProjectorStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.DBufferProjector];
/// <summary>Decal Projector Forward Emissive pass name.</summary>
public static readonly string s_DecalProjectorForwardEmissiveStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.DecalProjectorForwardEmissive];
/// <summary>DBuffer Mesh pass name.</summary>
public static readonly string s_DBufferMeshStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.DBufferMesh];
/// <summary>Decal Mesh Forward Emissive pass name.</summary>
public static readonly string s_DecalMeshForwardEmissiveStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.DecalMeshForwardEmissive];
// ShaderPass name
/// <summary>Empty shader tag id.</summary>
public static readonly ShaderTagId s_EmptyName = new ShaderTagId(s_EmptyStr);
/// <summary>Forward shader tag id.</summary>
public static readonly ShaderTagId s_ForwardName = new ShaderTagId(s_ForwardStr);
/// <summary>Depth Only shader tag id.</summary>
public static readonly ShaderTagId s_DepthOnlyName = new ShaderTagId(s_DepthOnlyStr);
/// <summary>Depth Forward Only shader tag id.</summary>
public static readonly ShaderTagId s_DepthForwardOnlyName = new ShaderTagId(s_DepthForwardOnlyStr);
/// <summary>Forward Only shader tag id.</summary>
public static readonly ShaderTagId s_ForwardOnlyName = new ShaderTagId(s_ForwardOnlyStr);
/// <summary>GBuffer shader tag id.</summary>
public static readonly ShaderTagId s_GBufferName = new ShaderTagId(s_GBufferStr);
/// <summary>GBufferWithPrepass shader tag id.</summary>
public static readonly ShaderTagId s_GBufferWithPrepassName = new ShaderTagId(s_GBufferWithPrepassStr);
/// <summary>Legacy Unlit cross pipeline shader tag id.</summary>
public static readonly ShaderTagId s_SRPDefaultUnlitName = new ShaderTagId(s_SRPDefaultUnlitStr);
/// <summary>Motion Vectors shader tag id.</summary>
public static readonly ShaderTagId s_MotionVectorsName = new ShaderTagId(s_MotionVectorsStr);
/// <summary>Distortion Vectors shader tag id.</summary>
public static readonly ShaderTagId s_DistortionVectorsName = new ShaderTagId(s_DistortionVectorsStr);
/// <summary>Transparent Depth Prepass shader tag id.</summary>
public static readonly ShaderTagId s_TransparentDepthPrepassName = new ShaderTagId(s_TransparentDepthPrepassStr);
/// <summary>Transparent Backface shader tag id.</summary>
public static readonly ShaderTagId s_TransparentBackfaceName = new ShaderTagId(s_TransparentBackfaceStr);
/// <summary>Transparent Depth Postpass shader tag id.</summary>
public static readonly ShaderTagId s_TransparentDepthPostpassName = new ShaderTagId(s_TransparentDepthPostpassStr);
/// <summary>RayTracing Prepass shader tag id.</summary>
public static readonly ShaderTagId s_RayTracingPrepassName = new ShaderTagId(s_RayTracingPrepassStr);
/// <summary>FullScreen Debug shader tag id.</summary>
public static readonly ShaderTagId s_FullScreenDebugName = new ShaderTagId(s_FullScreenDebugStr);
/// <summary>DBuffer Mesh shader tag id.</summary>
public static readonly ShaderTagId s_DBufferMeshName = new ShaderTagId(s_DBufferMeshStr);
/// <summary>Decal Mesh Forward Emissive shader tag id.</summary>
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");
}
/// <summary>
/// Material property names used in HDRP Shaders.
/// </summary>
public static class HDMaterialProperties
{
/// <summary>Depth Write.</summary>
public const string kZWrite = "_ZWrite";
/// <summary>Depth Write for Transparent Materials.</summary>
public const string kTransparentZWrite = "_TransparentZWrite";
/// <summary>Cull Mode for Transparent Materials.</summary>
public const string kTransparentCullMode = "_TransparentCullMode";
/// <summary>Cull Mode for Opaque Materials.</summary>
public const string kOpaqueCullMode = "_OpaqueCullMode";
/// <summary>Depth Test for Transparent Materials.</summary>
public const string kZTestTransparent = "_ZTestTransparent";
/// <summary>Is Raytracing supported.</summary>
public const string kRayTracing = "_RayTracing";
/// <summary>Surface Type.</summary>
public const string kSurfaceType = "_SurfaceType";
/// <summary>Receive Decals.</summary>
public const string kSupportDecals = kEnableDecals;
/// <summary>Enable Alpha Cutoff.</summary>
public const string kAlphaCutoffEnabled = "_AlphaCutoffEnable";
/// <summary>Blend Mode.</summary>
public const string kBlendMode = "_BlendMode";
/// <summary>Enable Alpha to Mask.</summary>
public const string kAlphaToMask = "_AlphaToMask";
/// <summary>Enable Fog on Transparent Materials.</summary>
public const string kEnableFogOnTransparent = "_EnableFogOnTransparent";
/// <summary>Enable Depth Test for distortion.</summary>
internal const string kDistortionDepthTest = "_DistortionDepthTest";
/// <summary>Enable distortion.</summary>
public const string kDistortionEnable = "_DistortionEnable";
/// <summary>Depth Test for distortion.</summary>
public const string kZTestModeDistortion = "_ZTestModeDistortion";
/// <summary>Blend Mode for distortion.</summary>
public const string kDistortionBlendMode = "_DistortionBlendMode";
/// <summary>Transparent Material Writes Motion Vectors.</summary>
public const string kTransparentWritingMotionVec = "_TransparentWritingMotionVec";
/// <summary>Enable Preserve Specular Lighting.</summary>
public const string kEnableBlendModePreserveSpecularLighting = "_EnableBlendModePreserveSpecularLighting";
/// <summary>Enable Back then Front rendering.</summary>
public const string kTransparentBackfaceEnable = "_TransparentBackfaceEnable";
/// <summary>Enable double sided.</summary>
public const string kDoubleSidedEnable = "_DoubleSidedEnable";
/// <summary>Double sided normal mode.</summary>
public const string kDoubleSidedNormalMode = "_DoubleSidedNormalMode";
/// <summary>Enable distortion only (for Unlit).</summary>
public const string kDistortionOnly = "_DistortionOnly";
/// <summary>Enable Depth Prepass.</summary>
public const string kTransparentDepthPrepassEnable = "_TransparentDepthPrepassEnable";
/// <summary>Enable Depth PostPass.</summary>
public const string kTransparentDepthPostpassEnable = "_TransparentDepthPostpassEnable";
/// <summary>Transparent material sorting priority.</summary>
public const string kTransparentSortPriority = "_TransparentSortPriority";
/// <summary>Receive SSR.</summary>
public const string kReceivesSSR = "_ReceivesSSR";
/// <summary>Receive SSR for Transparent materials.</summary>
public const string kReceivesSSRTransparent = "_ReceivesSSRTransparent";
/// <summary>Enable Depth Offset.</summary>
public const string kDepthOffsetEnable = "_DepthOffsetEnable";
/// <summary>Enable affect Albedo (decal only).</summary>
public const string kAffectAlbedo = "_AffectAlbedo";
/// <summary>Enable affect Normal (decal only.</summary>
public const string kAffectNormal = "_AffectNormal";
/// <summary>Enable affect AO (decal only.</summary>
public const string kAffectAO = "_AffectAO";
/// <summary>Enable affect Metal (decal only.</summary>
public const string kAffectMetal = "_AffectMetal";
/// <summary>Enable affect Smoothness (decal only.</summary>
public const string kAffectSmoothness = "_AffectSmoothness";
/// <summary>Enable affect Emission (decal only.</summary>
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";
}
}