Files
project-reset/Assets/Plugins/HTraceSSGI/Scripts/Globals/HShaderParams.cs
2026-01-01 21:13:17 -05:00

76 lines
5.4 KiB
C#

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");
}
}