using UnityEngine; using UnityEngine.Rendering; namespace HTraceSSGI.Scripts.Globals { public static class HShaderParams { // ---------------------------------------------- Globals, "g_" prefix ---------------------------------------------- public static readonly int g_HTraceGBuffer0 = Shader.PropertyToID("g_HTraceGBuffer0"); public static readonly int g_HTraceGBuffer1 = Shader.PropertyToID("g_HTraceGBuffer1"); public static readonly int g_HTraceGBuffer2 = Shader.PropertyToID("g_HTraceGBuffer2"); public static readonly int g_HTraceGBuffer3 = Shader.PropertyToID("g_HTraceGBuffer3"); public static readonly int g_HTraceRenderLayerMask = Shader.PropertyToID("g_HTraceRenderLayerMask"); public static readonly int g_HTraceColor = Shader.PropertyToID("g_HTraceColor"); public static readonly int g_HTraceDepth = Shader.PropertyToID("g_HTraceDepth"); public static readonly int g_HTraceNormals = Shader.PropertyToID("g_HTraceNormals"); public static readonly int g_HTraceSSAO = Shader.PropertyToID("g_HTraceSSAO"); public static readonly int g_HTraceDepthPyramidSSGI = Shader.PropertyToID("g_HTraceDepthPyramidSSGI"); public static readonly int g_HTraceStencilBuffer = Shader.PropertyToID("g_HTraceStencilBuffer"); public static readonly int g_HTraceMotionVectors = Shader.PropertyToID("g_HTraceMotionVectors"); public static readonly int g_HTraceMotionMask = Shader.PropertyToID("g_HTraceMotionMask"); public static readonly int g_HTraceBufferAO = Shader.PropertyToID("_HTraceBufferAO"); public static readonly int g_ScreenSpaceOcclusionTexture = Shader.PropertyToID("_ScreenSpaceOcclusionTexture"); public static readonly int g_CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture"); public static readonly int g_CameraNormalsTexture = Shader.PropertyToID("_CameraNormalsTexture"); // ---------------------------------------------- GBuffer ---------------------------------------------- public static readonly int _GBuffer0 = Shader.PropertyToID("_GBuffer0"); public static readonly int _GBuffer1 = Shader.PropertyToID("_GBuffer1"); public static readonly int _GBuffer2 = Shader.PropertyToID("_GBuffer2"); public static readonly int _GBuffer3 = Shader.PropertyToID("_GBuffer3"); public static readonly int _CameraRenderingLayersTexture = Shader.PropertyToID("_CameraRenderingLayersTexture"); public static readonly int _GBufferTexture0 = Shader.PropertyToID("_GBufferTexture0"); public static readonly int _RenderingLayerMaskTexture = Shader.PropertyToID("_RenderingLayersTexture"); public static readonly int _CameraGBufferTexture0 = Shader.PropertyToID("_CameraGBufferTexture0"); public static readonly int _DepthPyramid_OutputMIP0 = Shader.PropertyToID("_DepthPyramid_OutputMIP0"); public static readonly int _DepthPyramid_OutputMIP1 = Shader.PropertyToID("_DepthPyramid_OutputMIP1"); public static readonly int _DepthPyramid_OutputMIP2 = Shader.PropertyToID("_DepthPyramid_OutputMIP2"); public static readonly int _DepthPyramid_OutputMIP3 = Shader.PropertyToID("_DepthPyramid_OutputMIP3"); public static readonly int _DepthPyramid_OutputMIP4 = Shader.PropertyToID("_DepthPyramid_OutputMIP4"); public static readonly int H_SHAr = Shader.PropertyToID("H_SHAr"); public static readonly int H_SHAg = Shader.PropertyToID("H_SHAg"); public static readonly int H_SHAb = Shader.PropertyToID("H_SHAb"); public static readonly int H_SHBr = Shader.PropertyToID("H_SHBr"); public static readonly int H_SHBg = Shader.PropertyToID("H_SHBg"); public static readonly int H_SHBb = Shader.PropertyToID("H_SHBb"); public static readonly int H_SHC = Shader.PropertyToID("H_SHC"); public static readonly string _GBUFFER_NORMALS_OCT = "_GBUFFER_NORMALS_OCT"; public static readonly string _WRITE_RENDERING_LAYERS = "_WRITE_RENDERING_LAYERS"; public static readonly ShaderTagId UniversalGBufferTag = new ShaderTagId("UniversalGBuffer"); // ---------------------------------------------- Matrix ---------------------------------------------- public static readonly int H_MATRIX_VP = Shader.PropertyToID("_H_MATRIX_VP"); public static readonly int H_MATRIX_I_VP = Shader.PropertyToID("_H_MATRIX_I_VP"); public static readonly int H_MATRIX_PREV_VP = Shader.PropertyToID("_H_MATRIX_PREV_VP"); public static readonly int H_MATRIX_PREV_I_VP = Shader.PropertyToID("_H_MATRIX_PREV_I_VP"); // ---------------------------------------------- Additional ---------------------------------------------- public static int HRenderScale = Shader.PropertyToID("_HRenderScale"); public static int HRenderScalePrevious = Shader.PropertyToID("_HRenderScalePrevious"); public static int FrameCount = Shader.PropertyToID("_FrameCount"); public static int ScreenSize = Shader.PropertyToID("_ScreenSize"); // ---------------------------------------------- Shared Params Other ---------------------------------------------- public static readonly int SliceXR = Shader.PropertyToID("_SliceXR"); public static readonly int IndexXR = Shader.PropertyToID("_IndexXR"); public static readonly int RTAS = Shader.PropertyToID("_RTAS"); } }