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"; /// GBuffer DXR pass name. public static readonly string s_RayTracingGBufferStr = "GBufferDXR"; /// Forward DXR pass name. public static readonly string s_RayTracingForwardStr = "ForwardDXR"; /// Indirect DXR pass name. public static readonly string s_RayTracingIndirectStr = "IndirectDXR"; /// 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]; /// Decal Mesh Forward Emissive pass name. public static readonly string s_DecalAtlasProjectorStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.AtlasProjector]; /// DBuffer VFX Decal pass name public static readonly string s_DBufferVFXDecalStr = "DBufferVFX"; /// Fog Volume Voxelize pass name. public static readonly string s_FogVolumeVoxelizeStr = "FogVolumeVoxelize"; /// VFX Volumetric Fog pass name. public static readonly string s_VolumetricFogVFXStr = "VolumetricFogVFX"; /// VFX Volumetric Fog Overdraw Debug pass name. public static readonly string s_VolumetricFogVFXOverdrawDebugStr = "VolumetricFogVFXOverdrawDebug"; /// Compute Thickness pass name. public static readonly string s_ComputeThicknessStr = "ComputeThickness"; internal static readonly string s_LineRenderingOffscreenShading = "LineRenderingOffscreenShading"; // ShaderPass name // 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); /// ComputeThickness shader tag id. public static readonly ShaderTagId s_ComputeThicknessName = new ShaderTagId(s_GBufferStr); /// 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); /// DBuffer VFX Decal shader tag id. public static readonly ShaderTagId s_DBufferVFXDecalName = new ShaderTagId(s_DBufferVFXDecalStr); // Fog volume passes /// Fog Volume Voxelize pass shader tag id. public static readonly ShaderTagId s_FogVolumeVoxelizeName = new ShaderTagId(s_FogVolumeVoxelizeStr); /// Volumetric fog VFX shader tag id. public static readonly ShaderTagId s_VolumetricFogVFXName = new ShaderTagId(s_VolumetricFogVFXStr); /// Volumetric fog overdraw debug VFX shader tag id. public static readonly ShaderTagId s_VolumetricFogVFXOverdrawDebugName = new ShaderTagId(s_VolumetricFogVFXOverdrawDebugStr); /// Water rejection tag id. public static readonly ShaderTagId s_WaterStencilTagName = new ShaderTagId("StencilTag"); // 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"); public static readonly int _ClearValue = Shader.PropertyToID("_ClearValue"); public static readonly int _Buffer2D = Shader.PropertyToID("_Buffer2D"); // 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_vVolumetricLightList = Shader.PropertyToID("g_vVolumetricLightList"); public static readonly int g_vLightListGlobal = Shader.PropertyToID("g_vLightListGlobal"); public static readonly int g_vLightListTile = Shader.PropertyToID("g_vLightListTile"); public static readonly int g_vLightListCluster = Shader.PropertyToID("g_vLightListCluster"); 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 _NumTiles = Shader.PropertyToID("_NumTiles"); public static readonly int _CookieAtlas = Shader.PropertyToID("_CookieAtlas"); public static readonly int _VolumetricCloudsShadowsTexture = Shader.PropertyToID("_VolumetricCloudsShadowsTexture"); public static readonly int _ReflectionAtlas = Shader.PropertyToID("_ReflectionAtlas"); 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 _WorldLightDatas = Shader.PropertyToID("_WorldLightDatas"); public static readonly int _WorldEnvLightDatas = Shader.PropertyToID("_WorldEnvLightDatas"); public static readonly int _WorldLightVolumes = Shader.PropertyToID("_WorldLightVolumes"); public static readonly int _WorldLightFlags = Shader.PropertyToID("_WorldLightFlags"); public static readonly int _AmbientProbeData = Shader.PropertyToID("_AmbientProbeData"); public static readonly int _EnvLightReflectionData = Shader.PropertyToID("EnvLightReflectionData"); public static readonly int _WorldEnvLightReflectionData = Shader.PropertyToID("WorldEnvLightReflectionData"); 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 _ClusterDebugLightViewportSize = Shader.PropertyToID("_ClusterDebugLightViewportSize"); 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 _DebugDepthPyramidParams = Shader.PropertyToID("_DebugDepthPyramidParams"); 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 _SssSampleBudget = Shader.PropertyToID("_SssSampleBudget"); public static readonly int _SssDownsampleSteps = Shader.PropertyToID("_SssDownsampleSteps"); 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 _DstBlend2 = Shader.PropertyToID("_DstBlend2"); public static readonly int _ColorMaskTransparentVelOne = Shader.PropertyToID("_ColorMaskTransparentVelOne"); public static readonly int _ColorMaskTransparentVelTwo = Shader.PropertyToID("_ColorMaskTransparentVelTwo"); 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 _TransparentDynamicUpdateDecals = Shader.PropertyToID(HDMaterialProperties.kTransparentDynamicUpdateDecals); 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 _AffectAlbedo = Shader.PropertyToID(HDMaterialProperties.kAffectAlbedo); public static readonly int _AffectNormal = Shader.PropertyToID(HDMaterialProperties.kAffectNormal); public static readonly int _AffectAO = Shader.PropertyToID(HDMaterialProperties.kAffectAO); public static readonly int _AffectMetal = Shader.PropertyToID(HDMaterialProperties.kAffectMetal); public static readonly int _AffectSmoothness = Shader.PropertyToID(HDMaterialProperties.kAffectSmoothness); public static readonly int _AffectEmission = Shader.PropertyToID(HDMaterialProperties.kAffectEmission); 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 _CameraViewMatrix = Shader.PropertyToID("_CameraViewMatrix"); 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 _TaaPostParameters1 = Shader.PropertyToID("_TaaPostParameters1"); public static readonly int _TaaHistorySize = Shader.PropertyToID("_TaaHistorySize"); public static readonly int _TaaFilterWeights = Shader.PropertyToID("_TaaFilterWeights"); public static readonly int _NeighbourOffsets = Shader.PropertyToID("_NeighbourOffsets"); public static readonly int _TaauParameters = Shader.PropertyToID("_TaauParameters"); public static readonly int _TaaScales = Shader.PropertyToID("_TaaScales"); public static readonly int _PBRSkyCameraPosPS = Shader.PropertyToID("_PBRSkyCameraPosPS"); 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"); public static readonly int _IrradianceSourceDownsampled = Shader.PropertyToID("_IrradianceSourceDownsampled"); public static readonly int _InputDepthTexture = Shader.PropertyToID("_InputDepthTexture"); // 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"); public static readonly int _DstOffset = Shader.PropertyToID("_DstOffset"); // 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 _ShaderVariablesBilateralUpsample = Shader.PropertyToID("ShaderVariablesBilateralUpsample"); public static readonly int _ShaderVariablesRaytracingLightLoop = Shader.PropertyToID("ShaderVariablesRaytracingLightLoop"); public static readonly int _ShaderVariablesDebugDisplay = Shader.PropertyToID("ShaderVariablesDebugDisplay"); public static readonly int _ShaderVariablesClouds = Shader.PropertyToID("ShaderVariablesClouds"); public static readonly int _ShaderVariablesCloudsShadows = Shader.PropertyToID("ShaderVariablesCloudsShadows"); public static readonly int _VolumetricMaterialObbRight = Shader.PropertyToID("_VolumetricMaterialObbRight"); public static readonly int _VolumetricMaterialObbUp = Shader.PropertyToID("_VolumetricMaterialObbUp"); public static readonly int _VolumetricMaterialObbExtents = Shader.PropertyToID("_VolumetricMaterialObbExtents"); public static readonly int _VolumetricMaterialObbCenter = Shader.PropertyToID("_VolumetricMaterialObbCenter"); public static readonly int _VolumetricMaterialRcpPosFaceFade = Shader.PropertyToID("_VolumetricMaterialRcpPosFaceFade"); public static readonly int _VolumetricMaterialRcpNegFaceFade = Shader.PropertyToID("_VolumetricMaterialRcpNegFaceFade"); public static readonly int _VolumetricMaterialInvertFade = Shader.PropertyToID("_VolumetricMaterialInvertFade"); public static readonly int _VolumetricMaterialRcpDistFadeLen = Shader.PropertyToID("_VolumetricMaterialRcpDistFadeLen"); public static readonly int _VolumetricMaterialEndTimesRcpDistFadeLen = Shader.PropertyToID("_VolumetricMaterialEndTimesRcpDistFadeLen"); public static readonly int _VolumetricMaterialFalloffMode = Shader.PropertyToID("_VolumetricMaterialFalloffMode"); public static readonly int _SSSBufferTexture = Shader.PropertyToID("_SSSBufferTexture"); public static readonly int _DiffusionProfileIndexTexture = Shader.PropertyToID("_DiffusionProfileIndexTexture"); public static readonly int _NormalBufferTexture = Shader.PropertyToID("_NormalBufferTexture"); public static readonly int _NormalBufferRW = Shader.PropertyToID("_NormalBufferRW"); public static readonly int _RaytracePrepassBufferTexture = Shader.PropertyToID("_RaytracePrepassBufferTexture"); public static readonly int _ClearCoatMaskTexture = Shader.PropertyToID("_ClearCoatMaskTexture"); 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 _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 _DeferredStencilBit = Shader.PropertyToID("_DeferredStencilBit"); public static readonly int _ShadowMaskTexture = Shader.PropertyToID("_ShadowMaskTexture"); public static readonly int _RenderingLayersTexture = Shader.PropertyToID("_RenderingLayersTexture"); public static readonly int _DistortionTexture = Shader.PropertyToID("_DistortionTexture"); public static readonly int _ColorPyramidTexture = Shader.PropertyToID("_ColorPyramidTexture"); 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 _FlipY = Shader.PropertyToID("_FlipY"); public static readonly int _CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture"); public static readonly int _CameraMotionVectorsTexture = Shader.PropertyToID("_CameraMotionVectorsTexture"); public static readonly int _RenderingLayerMaskTexture = Shader.PropertyToID("_RenderingLayerMaskTexture"); public static readonly int _FullScreenDebugMode = Shader.PropertyToID("_FullScreenDebugMode"); public static readonly int _FullScreenDebugDepthRemap = Shader.PropertyToID("_FullScreenDebugDepthRemap"); public static readonly int _FullScreenDebugBuffer = Shader.PropertyToID("_FullScreenDebugBuffer"); public static readonly int _TransparencyOverdrawMaxPixelCost = Shader.PropertyToID("_TransparencyOverdrawMaxPixelCost"); public static readonly int _FogVolumeOverdrawMaxValue = Shader.PropertyToID("_FogVolumeOverdrawMaxValue"); public static readonly int _VolumetricFogGlobalIndex = Shader.PropertyToID("_VolumetricFogGlobalIndex"); public static readonly int _OpticalFogTransmittance = Shader.PropertyToID("_OpticalFogTransmittance"); public static readonly int _MultipleScatteringIntensity = Shader.PropertyToID("_MultipleScatteringIntensity"); public static readonly int _OpticalFogTextureChannel = Shader.PropertyToID("_OpticalFogTextureChannel"); public static readonly int _QuadOverdrawClearBuffParams = Shader.PropertyToID("_QuadOverdrawClearBuffParams"); public static readonly int _QuadOverdrawMaxQuadCost = Shader.PropertyToID("_QuadOverdrawMaxQuadCost"); public static readonly int _VertexDensityMaxPixelCost = Shader.PropertyToID("_VertexDensityMaxPixelCost"); public static readonly int _MinMotionVector = Shader.PropertyToID("_MinMotionVector"); public static readonly int _MotionVecIntensityParams = Shader.PropertyToID("_MotionVecIntensityParams"); 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 _CustomPostProcessInput = Shader.PropertyToID("_CustomPostProcessInput"); public static readonly int _ComputeThicknessLayerIndex = Shader.PropertyToID("_ComputeThicknessLayerIndex"); public static readonly int _ComputeThicknessScale = Shader.PropertyToID("_ComputeThicknessScale"); public static readonly int _ComputeThicknessShowOverlapCount = Shader.PropertyToID("_ComputeThicknessShowOverlapCount"); public static readonly int _VolumetricCloudsDebugMode = Shader.PropertyToID("_VolumetricCloudsDebugMode"); 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 _ArrayIndex = Shader.PropertyToID("_ArrayIndex"); public static readonly int _DiffusionProfileHash = Shader.PropertyToID("_DiffusionProfileHash"); public static readonly int _DiffusionProfileAsset = Shader.PropertyToID("_DiffusionProfileAsset"); 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"); // Fullscreen Thickness public static readonly int _ThicknessTexture = Shader.PropertyToID("_ThicknessTexture"); public static readonly int _ThicknessReindexMap = Shader.PropertyToID("_ThicknessReindexMap"); 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"); // Clouds public static readonly int _CloudsLightingTexture = Shader.PropertyToID("_CloudsLightingTexture"); public static readonly int _CloudsLightingTextureRW = Shader.PropertyToID("_CloudsLightingTextureRW"); public static readonly int _HalfResDepthBufferRW = Shader.PropertyToID("_HalfResDepthBufferRW"); public static readonly int _CloudsDepthTexture = Shader.PropertyToID("_CloudsDepthTexture"); public static readonly int _DepthStatusTexture = Shader.PropertyToID("_DepthStatusTexture"); public static readonly int _CloudsDepthTextureRW = Shader.PropertyToID("_CloudsDepthTextureRW"); public static readonly int _CloudsAdditionalTextureRW = Shader.PropertyToID("_CloudsAdditionalTextureRW"); public static readonly int _VolumetricCloudsTexture = Shader.PropertyToID("_VolumetricCloudsTexture"); public static readonly int _VolumetricCloudsTextureRW = Shader.PropertyToID("_VolumetricCloudsTextureRW"); public static readonly int _VolumetricCloudsShadow = Shader.PropertyToID("_VolumetricCloudsShadow"); public static readonly int _VolumetricCloudsShadowRW = Shader.PropertyToID("_VolumetricCloudsShadowRW"); public static readonly int _HistoryVolumetricClouds0Texture = Shader.PropertyToID("_HistoryVolumetricClouds0Texture"); public static readonly int _HistoryVolumetricClouds1Texture = Shader.PropertyToID("_HistoryVolumetricClouds1Texture"); public static readonly int _Worley128RGBA = Shader.PropertyToID("_Worley128RGBA"); public static readonly int _ErosionNoise = Shader.PropertyToID("_ErosionNoise"); public static readonly int _CloudMapTexture = Shader.PropertyToID("_CloudMapTexture"); public static readonly int _CloudMapTextureRW = Shader.PropertyToID("_CloudMapTextureRW"); public static readonly int _CloudLutTexture = Shader.PropertyToID("_CloudLutTexture"); public static readonly int _CumulusMap = Shader.PropertyToID("_CumulusMap"); public static readonly int _CumulusMapMultiplier = Shader.PropertyToID("_CumulusMapMultiplier"); public static readonly int _AltostratusMap = Shader.PropertyToID("_AltostratusMap"); public static readonly int _AltostratusMapMultiplier = Shader.PropertyToID("_AltostratusMapMultiplier"); public static readonly int _CumulonimbusMap = Shader.PropertyToID("_CumulonimbusMap"); public static readonly int _CumulonimbusMapMultiplier = Shader.PropertyToID("_CumulonimbusMapMultiplier"); public static readonly int _RainMap = Shader.PropertyToID("_RainMap"); public static readonly int _CloudMapResolution = Shader.PropertyToID("_CloudMapResolution"); public static readonly int _VolumetricCloudsAmbientProbeBuffer = Shader.PropertyToID("_VolumetricCloudsAmbientProbeBuffer"); public static readonly int _VolumetricCloudsLightingTexture = Shader.PropertyToID("_VolumetricCloudsLightingTexture"); public static readonly int _VolumetricCloudsLightingTextureRW = Shader.PropertyToID("_VolumetricCloudsLightingTextureRW"); public static readonly int _VolumetricCloudsDepthTexture = Shader.PropertyToID("_VolumetricCloudsDepthTexture"); public static readonly int _VolumetricCloudsDepthTextureRW = Shader.PropertyToID("_VolumetricCloudsDepthTextureRW"); // Water public static readonly int _ShaderVariablesWaterPerSurface = Shader.PropertyToID("ShaderVariablesWaterPerSurface"); public static readonly int _ShaderVariablesWaterPerCamera = Shader.PropertyToID("ShaderVariablesWaterPerCamera"); public static readonly int _ShaderVariablesWaterDebug = Shader.PropertyToID("ShaderVariablesWaterDebug"); public static readonly int _H0Buffer = Shader.PropertyToID("_H0Buffer"); public static readonly int _H0BufferRW = Shader.PropertyToID("_H0BufferRW"); public static readonly int _HtRealBufferRW = Shader.PropertyToID("_HtRealBufferRW"); public static readonly int _HtImaginaryBufferRW = Shader.PropertyToID("_HtImaginaryBufferRW"); public static readonly int _FFTRealBuffer = Shader.PropertyToID("_FFTRealBuffer"); public static readonly int _FFTImaginaryBuffer = Shader.PropertyToID("_FFTImaginaryBuffer"); public static readonly int _FFTRealBufferRW = Shader.PropertyToID("_FFTRealBufferRW"); public static readonly int _FFTImaginaryBufferRW = Shader.PropertyToID("_FFTImaginaryBufferRW"); public static readonly int _WaterDisplacementBuffer = Shader.PropertyToID("_WaterDisplacementBuffer"); public static readonly int _WaterAdditionalDataBuffer = Shader.PropertyToID("_WaterAdditionalDataBuffer"); public static readonly int _WaterAdditionalDataBufferRW = Shader.PropertyToID("_WaterAdditionalDataBufferRW"); public static readonly int _WaterMask = Shader.PropertyToID("_WaterMask"); public static readonly int _SimulationFoamMask = Shader.PropertyToID("_SimulationFoamMask"); public static readonly int _FoamTexture = Shader.PropertyToID("_FoamTexture"); public static readonly int _WaterGBufferTexture0 = Shader.PropertyToID("_WaterGBufferTexture0"); public static readonly int _WaterGBufferTexture1 = Shader.PropertyToID("_WaterGBufferTexture1"); public static readonly int _WaterGBufferTexture2 = Shader.PropertyToID("_WaterGBufferTexture2"); public static readonly int _WaterGBufferTexture3 = Shader.PropertyToID("_WaterGBufferTexture3"); public static readonly int _WaterSurfaceProfiles = Shader.PropertyToID("_WaterSurfaceProfiles"); public static readonly int _WaterPatchData = Shader.PropertyToID("_WaterPatchData"); public static readonly int _WaterPatchDataRW = Shader.PropertyToID("_WaterPatchDataRW"); public static readonly int _WaterInstanceDataRW = Shader.PropertyToID("_WaterInstanceDataRW"); public static readonly int _FrustumGPUBuffer = Shader.PropertyToID("_FrustumGPUBuffer"); public static readonly int _WaterCameraHeightBuffer = Shader.PropertyToID("_WaterCameraHeightBuffer"); public static readonly int _WaterCameraHeightBufferRW = Shader.PropertyToID("_WaterCameraHeightBufferRW"); public static readonly int _WaterLineBuffer = Shader.PropertyToID("_WaterLine"); public static readonly int _WaterLineBufferRW = Shader.PropertyToID("_WaterLineRW"); public static readonly int _CullWaterMask = Shader.PropertyToID("_CullWaterMask"); public static readonly int _StencilWaterReadMaskGBuffer = Shader.PropertyToID("_StencilWaterReadMaskGBuffer"); public static readonly int _StencilWaterWriteMaskGBuffer = Shader.PropertyToID("_StencilWaterWriteMaskGBuffer"); public static readonly int _StencilWaterRefGBuffer = Shader.PropertyToID("_StencilWaterRefGBuffer"); public static readonly int _StencilWriteMaskStencilTag = Shader.PropertyToID("_StencilWriteMaskStencilTag"); public static readonly int _StencilRefMaskStencilTag = Shader.PropertyToID("_StencilRefMaskStencilTag"); public static readonly int _WaterDecalTimeParameters = Shader.PropertyToID("_WaterDecalTimeParameters"); public static readonly int _TransmittanceBufferRW = Shader.PropertyToID("_TransmittanceBufferRW"); // Water Deferred Lighting public static readonly int _WaterDispatchIndirectBuffer = Shader.PropertyToID("_WaterDispatchIndirectBuffer"); public static readonly int _WaterTileBuffer = Shader.PropertyToID("_WaterTileBuffer"); public static readonly int _WaterTileBufferRW = Shader.PropertyToID("_WaterTileBufferRW"); public static readonly int _WaterNumTiles = Shader.PropertyToID("_WaterNumTiles"); // Water Decals public static readonly string kAffectsDeformation = "_AffectDeformation"; public static readonly string kAffectsFoam = "_AffectFoam"; public static readonly string kAffectsSimulationMask = "_AffectSimulationMask"; public static readonly string kAffectsLargeCurrent = "_AffectLargeCurrent"; public static readonly string kAffectsRipplesCurrent = "_AffectRipplesCurrent"; public static readonly int _AffectDeformation = Shader.PropertyToID(kAffectsDeformation); public static readonly int _AffectsFoam = Shader.PropertyToID(kAffectsFoam); public static readonly int _AffectsSimulationMask = Shader.PropertyToID(kAffectsSimulationMask); public static readonly int _AffectsLargeCurrent = Shader.PropertyToID(kAffectsLargeCurrent); public static readonly int _AffectsRipplesCurrent = Shader.PropertyToID(kAffectsRipplesCurrent); public static readonly int _WaterDecalData = Shader.PropertyToID("_WaterDecalData"); public static readonly int _WaterDecalAtlas = Shader.PropertyToID("_WaterDecalAtlas"); // Water Current parameters public static readonly int _Group0CurrentMap = Shader.PropertyToID("_Group0CurrentMap"); public static readonly int _Group1CurrentMap = Shader.PropertyToID("_Group1CurrentMap"); public static readonly int _WaterSectorData = Shader.PropertyToID("_WaterSectorData"); // Water Deformation public static readonly int _WaterDeformationBuffer = Shader.PropertyToID("_WaterDeformationBuffer"); public static readonly int _WaterDeformationBufferRW = Shader.PropertyToID("_WaterDeformationBufferRW"); public static readonly int _WaterDeformationSGBuffer = Shader.PropertyToID("_WaterDeformationSGBuffer"); public static readonly int _WaterDeformationSGBufferRW = Shader.PropertyToID("_WaterDeformationSGBufferRW"); // Water caustics public static readonly int _WaterCausticsDataBuffer = Shader.PropertyToID("_WaterCausticsDataBuffer"); public static readonly int _WaterFoamBuffer = Shader.PropertyToID("_WaterFoamBuffer"); public static readonly int _PreviousFoamRegionScaleOffset = Shader.PropertyToID("_PreviousFoamRegionScaleOffset"); public static readonly int _WaterFoamBufferRW = Shader.PropertyToID("_WaterFoamBufferRW"); public static readonly int _CausticsNormalsMipOffset = Shader.PropertyToID("_CausticsNormalsMipOffset"); public static readonly int _CausticGeometryResolution = Shader.PropertyToID("_CausticGeometryResolution"); public static readonly int _CausticsVirtualPlane = Shader.PropertyToID("_CausticsVirtualPlane"); // Cloud Layer public static readonly int _Flowmap = Shader.PropertyToID("_Flowmap"); public static readonly int _FlowmapParam = Shader.PropertyToID("_FlowmapParam"); public static readonly int _SunDirection = Shader.PropertyToID("_SunDirection"); public static readonly int _Resolution = Shader.PropertyToID("_Resolution"); public static readonly int _Size = Shader.PropertyToID("_Size"); public static readonly int _Source = Shader.PropertyToID("_Source"); public static readonly int _Source_MSAA = Shader.PropertyToID("_Source_MSAA"); 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 _DepthMipChain = Shader.PropertyToID("_DepthMipChain"); public static readonly int _DepthPyramidConstants = Shader.PropertyToID("DepthPyramidConstants"); public static readonly int _VBufferDensity = Shader.PropertyToID("_VBufferDensity"); public static readonly int _VBufferLighting = Shader.PropertyToID("_VBufferLighting"); public static readonly int _VBufferLightingFiltered = Shader.PropertyToID("_VBufferLightingFiltered"); 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 _VolumeAmbientProbeBuffer = Shader.PropertyToID("_VolumetricAmbientProbeBuffer"); 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 _MultiScatteringLUT = Shader.PropertyToID("_MultiScatteringLUT"); public static readonly int _MultiScatteringLUT_RW = Shader.PropertyToID("_MultiScatteringLUT_RW"); public static readonly int _SkyViewLUT = Shader.PropertyToID("_SkyViewLUT"); public static readonly int _SkyViewLUT_RW = Shader.PropertyToID("_SkyViewLUT_RW"); public static readonly int _AtmosphericScatteringLUT = Shader.PropertyToID("_AtmosphericScatteringLUT"); public static readonly int _AtmosphericScatteringLUT_RW = Shader.PropertyToID("_AtmosphericScatteringLUT_RW"); 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 _CelestialBodyDatas = Shader.PropertyToID("_CelestialBodyDatas"); // Lines public static readonly int _LineColorTexture = Shader.PropertyToID("_LineColorTexture"); public static readonly int _LineDepthTexture = Shader.PropertyToID("_LineDepthTexture"); public static readonly int _LineMotionTexture = Shader.PropertyToID("_LineMotionTexture"); public static readonly int _LineAlphaDepthWriteThreshold = Shader.PropertyToID("_AlphaDepthWriteThreshold"); // Raytracing variables public static readonly int _RayTracingLayerMask = Shader.PropertyToID("_RayTracingLayerMask"); public static readonly int _PixelSpreadAngleTangent = Shader.PropertyToID("_PixelSpreadAngleTangent"); public static readonly string _RaytracingAccelerationStructureName = "_RaytracingAccelerationStructure"; public static readonly int _RayTracingLightingTextureRW = Shader.PropertyToID("_RayTracingLightingTextureRW"); public static readonly int _RayTracingDistanceTextureRW = Shader.PropertyToID("_RayTracingDistanceTextureRW"); // Path tracing variables public static readonly int _InvViewportScaleBias = Shader.PropertyToID("_InvViewportScaleBias"); public static readonly int _PathTracingDoFParameters = Shader.PropertyToID("_PathTracingDoFParameters"); public static readonly int _PathTracingTilingParameters = Shader.PropertyToID("_PathTracingTilingParameters"); public static readonly int _PathTracingCameraSkyEnabled = Shader.PropertyToID("_PathTracingCameraSkyEnabled"); public static readonly int _PathTracingCameraClearColor = Shader.PropertyToID("_PathTracingCameraClearColor"); public static readonly int _PathTracingSkyTextureWidth = Shader.PropertyToID("_PathTracingSkyTextureWidth"); public static readonly int _PathTracingSkyTextureHeight = Shader.PropertyToID("_PathTracingSkyTextureHeight"); public static readonly int _PathTracingSkyCDFTexture = Shader.PropertyToID("_PathTracingSkyCDFTexture"); public static readonly int _PathTracingSkyMarginalTexture = Shader.PropertyToID("_PathTracingSkyMarginalTexture"); public static readonly int _AlbedoAOV = Shader.PropertyToID("_AlbedoAOV"); public static readonly int _NormalAOV = Shader.PropertyToID("_NormalAOV"); public static readonly int _MotionVectorAOV = Shader.PropertyToID("_MotionVectorAOV"); public static readonly int _VolumetricScatteringAOV = Shader.PropertyToID("_VolumetricScatteringAOV"); // Light Cluster public static readonly int _RaytracingLightCluster = Shader.PropertyToID("_RaytracingLightCluster"); public static readonly int _RaytracingLightClusterRW = Shader.PropertyToID("_RaytracingLightClusterRW"); // Denoising public static readonly int _EnableExposureControl = Shader.PropertyToID("_EnableExposureControl"); public static readonly int _HistorySizeAndScale = Shader.PropertyToID("_HistorySizeAndScale"); 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 _LightingInputTexture = Shader.PropertyToID("_LightingInputTexture"); public static readonly int _DistanceInputTexture = Shader.PropertyToID("_DistanceInputTexture"); public static readonly int _DenoiseOutputTextureRW = Shader.PropertyToID("_DenoiseOutputTextureRW"); public static readonly int _DenoiseOutputArrayTextureRW = Shader.PropertyToID("_DenoiseOutputArrayTextureRW"); public static readonly int _AccumulationOutputTextureRW = Shader.PropertyToID("_AccumulationOutputTextureRW"); 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 _ReceiverMotionRejection = Shader.PropertyToID("_ReceiverMotionRejection"); public static readonly int _OccluderMotionRejection = Shader.PropertyToID("_OccluderMotionRejection"); 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 _RoughnessBasedDenoising = Shader.PropertyToID("_RoughnessBasedDenoising"); 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"); public static readonly int _PointDistribution = Shader.PropertyToID("_PointDistribution"); public static readonly int _DenoiserResolutionMultiplierVals = Shader.PropertyToID("_DenoiserResolutionMultiplierVals"); public static readonly int _DenoiseInputArrayTexture = Shader.PropertyToID("_DenoiseInputArrayTexture"); public static readonly int _ValidityInputArrayTexture = Shader.PropertyToID("_ValidityInputArrayTexture"); public static readonly int _IntermediateDenoiseOutputTexture = Shader.PropertyToID("_IntermediateDenoiseOutputTexture"); public static readonly int _IntermediateValidityOutputTexture = Shader.PropertyToID("_IntermediateValidityOutputTexture"); public static readonly int _IntermediateDenoiseOutputTextureRW = Shader.PropertyToID("_IntermediateDenoiseOutputTextureRW"); public static readonly int _IntermediateValidityOutputTextureRW = Shader.PropertyToID("_IntermediateValidityOutputTextureRW"); // 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 _RaytracingTargetLight = Shader.PropertyToID("_RaytracingTargetLight"); 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 _AnalyticHistoryBufferRW = Shader.PropertyToID("_AnalyticHistoryBufferRW"); public static readonly int _RaytracingLightRadius = Shader.PropertyToID("_RaytracingLightRadius"); public static readonly int _RaytracingLightAngle = Shader.PropertyToID("_RaytracingLightAngle"); public static readonly int _RaytracingLightSizeX = Shader.PropertyToID("_RaytracingLightSizeX"); public static readonly int _RaytracingLightSizeY = Shader.PropertyToID("_RaytracingLightSizeY"); public static readonly int _RaytracedShadowIntegration = Shader.PropertyToID("_RaytracedShadowIntegration"); public static readonly int _RaytracedColorShadowIntegration = Shader.PropertyToID("_RaytracedColorShadowIntegration"); 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"); // 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 _IndirectDiffuseFrameIndex = Shader.PropertyToID("_IndirectDiffuseFrameIndex"); 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"); public static readonly int _SpatialFilterDirection = Shader.PropertyToID("_SpatialFilterDirection"); // 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 Marching public static readonly int _RayMarchingThicknessScale = Shader.PropertyToID("_RayMarchingThicknessScale"); public static readonly int _RayMarchingThicknessBias = Shader.PropertyToID("_RayMarchingThicknessBias"); public static readonly int _RayMarchingSteps = Shader.PropertyToID("_RayMarchingSteps"); public static readonly int _RayMarchingReflectSky = Shader.PropertyToID("_RayMarchingReflectSky"); public static readonly int _RayMarchingFallbackHierarchy = Shader.PropertyToID("_RayMarchingFallbackHierarchy"); public static readonly int _RayMarchingLowResPercentageInv = Shader.PropertyToID("_RayMarchingLowResPercentageInv"); public static readonly int _RayMarchingLowResPercentage = Shader.PropertyToID("_RayMarchingLowResPercentage"); public static readonly int _SSGILayerMask = Shader.PropertyToID("_SSGILayerMask"); // 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"); public static readonly int _RayBinViewOffset = Shader.PropertyToID("_RayBinViewOffset"); public static readonly int _RayBinTileViewOffset = Shader.PropertyToID("_RayBinTileViewOffset"); // 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 and path tracing 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 _FrameTexture = Shader.PropertyToID("_FrameTexture"); public static readonly int _SkyCameraTexture = Shader.PropertyToID("_SkyCameraTexture"); // 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 _PreIntegratedFGD_Marschner = Shader.PropertyToID("_PreIntegratedFGD_Marschner"); public static readonly int _PreIntegratedAzimuthalScattering = Shader.PropertyToID("_PreIntegratedAzimuthalScattering"); public static readonly int _ExposureTexture = Shader.PropertyToID("_ExposureTexture"); public static readonly int _PrevExposureTexture = Shader.PropertyToID("_PrevExposureTexture"); // Note that this is a separate name because is bound locally to a exposure shader, while _PrevExposureTexture is bound globally for everything else. 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 _xyBuffer = Shader.PropertyToID("_xyBuffer"); public static readonly int _HDRxyBufferDebugParams = Shader.PropertyToID("_HDRxyBufferDebugParams"); public static readonly int _HDRDebugParams = Shader.PropertyToID("_HDRDebugParams"); 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 _InputTexture2 = Shader.PropertyToID("_InputTexture2"); public static readonly int _InputTextureArray = Shader.PropertyToID("_InputTextureArray"); 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 _OutputDepthTexture = Shader.PropertyToID("_OutputDepthTexture"); public static readonly int _OutputMotionVectorTexture = Shader.PropertyToID("_OutputMotionVectorTexture"); public static readonly int _OutputResolution = Shader.PropertyToID("_OutputResolution"); 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 _Params3 = Shader.PropertyToID("_Params3"); public static readonly int _BokehKernel = Shader.PropertyToID("_BokehKernel"); public static readonly int _InputCoCTexture = Shader.PropertyToID("_InputCoCTexture"); public static readonly int _DebugTileClassification = Shader.PropertyToID("_DebugTileClassification"); 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 _IndirectBufferRW = Shader.PropertyToID("_IndirectBufferRW"); 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 _ApertureShapeTable = Shader.PropertyToID("_ApertureShapeTable"); public static readonly int _ApertureShapeTableCount = Shader.PropertyToID("_ApertureShapeTableCount"); public static readonly int _FlareOcclusionTex = Shader.PropertyToID("_FlareOcclusionTex"); public static readonly int _FlareSunOcclusionTex = Shader.PropertyToID("_FlareSunOcclusionTex"); public static readonly int _FlareOcclusionRemapTex = Shader.PropertyToID("_FlareOcclusionRemapTex"); public static readonly int _LensFlareOcclusion = Shader.PropertyToID("_LensFlareOcclusion"); public static readonly int _MultipassID = Shader.PropertyToID("_MultipassID"); public static readonly int _FlareTex = Shader.PropertyToID("_FlareTex"); public static readonly int _FlareColorValue = Shader.PropertyToID("_FlareColorValue"); public static readonly int _FlareData0 = Shader.PropertyToID("_FlareData0"); public static readonly int _FlareData1 = Shader.PropertyToID("_FlareData1"); public static readonly int _FlareData2 = Shader.PropertyToID("_FlareData2"); public static readonly int _FlareData3 = Shader.PropertyToID("_FlareData3"); public static readonly int _FlareData4 = Shader.PropertyToID("_FlareData4"); public static readonly int _FlareOcclusionIndex = Shader.PropertyToID("_FlareOcclusionIndex"); public static readonly int _FlareCloudOpacity = Shader.PropertyToID("_FlareCloudOpacity"); public static readonly int _DownsizeScale = Shader.PropertyToID("_DownsizeScale"); public static readonly int _ViewId = Shader.PropertyToID("_ViewId"); public static readonly int _Extents = Shader.PropertyToID("_Extents"); public static readonly int _IOTexture = Shader.PropertyToID("_IOTexture"); 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 _UITexture = Shader.PropertyToID("_UITexture"); public static readonly int _HDROutputParams = Shader.PropertyToID("_HDROutputParams"); public static readonly int _HDROutputParams2 = Shader.PropertyToID("_HDROutputParams2"); public static readonly int _OffscreenUIViewportParams = Shader.PropertyToID("_OffscreenUIViewportParams"); public static readonly int _NeedsFlip = Shader.PropertyToID("_NeedsFlip"); 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 _BeforeRefraction = Shader.PropertyToID("_BeforeRefraction"); public static readonly int _BeforeRefractionAlpha = Shader.PropertyToID("_BeforeRefractionAlpha"); public static readonly int _RefractiveDepthBuffer = Shader.PropertyToID("_RefractiveDepthBuffer"); 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"); // Edge Adaptive Spatial Upsampling public static readonly int _EASUOutputSize = Shader.PropertyToID("_EASUOutputSize"); // 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"); public static readonly int _OverrideRTHandleScale = Shader.PropertyToID("_OverrideRTHandleScale"); // 3D Atlas public static readonly int _Dst3DTexture = Shader.PropertyToID("_Dst3DTexture"); public static readonly int _Src3DTexture = Shader.PropertyToID("_Src3DTexture"); public static readonly int _AlphaOnlyTexture = Shader.PropertyToID("_AlphaOnlyTexture"); public static readonly int _SrcSize = Shader.PropertyToID("_SrcSize"); public static readonly int _SrcMip = Shader.PropertyToID("_SrcMip"); public static readonly int _SrcScale = Shader.PropertyToID("_SrcScale"); public static readonly int _SrcOffset = Shader.PropertyToID("_SrcOffset"); // Debug Color Monitors public static readonly int _VectorscopeParameters = Shader.PropertyToID("_VectorscopeParameters"); public static readonly int _VectorscopeBuffer = Shader.PropertyToID("_VectorscopeBuffer"); public static readonly int _WaveformParameters = Shader.PropertyToID("_WaveformParameters"); public static readonly int _WaveformBuffer = Shader.PropertyToID("_WaveformBuffer"); public static readonly int _BufferSize = Shader.PropertyToID("_BufferSize"); // Volumetric Materials public static readonly int _VolumeCount = Shader.PropertyToID("_VolumeCount"); public static readonly int _MaxSliceCount = Shader.PropertyToID("_MaxSliceCount"); public static readonly int _VolumetricGlobalIndirectArgsBuffer = Shader.PropertyToID("_VolumetricGlobalIndirectArgsBuffer"); public static readonly int _VolumetricGlobalIndirectionBuffer = Shader.PropertyToID("_VolumetricGlobalIndirectionBuffer"); public static readonly int _VolumetricVisibleGlobalIndicesBuffer = Shader.PropertyToID("_VolumetricVisibleGlobalIndicesBuffer"); public static readonly int _VolumetricMaterialData = Shader.PropertyToID("_VolumetricMaterialData"); public static readonly int _VolumetricMask = Shader.PropertyToID("_Mask"); public static readonly int _VolumetricScrollSpeed = Shader.PropertyToID("_ScrollSpeed"); public static readonly int _VolumetricTiling = Shader.PropertyToID("_Tiling"); public static readonly int _VolumetricViewCount = Shader.PropertyToID("_ViewCount"); public static readonly int _VolumetricMaterialDataCBuffer = Shader.PropertyToID("VolumetricMaterialDataCBuffer"); // Inline Debugger public static readonly int _GPUInlineDebugDrawerLinesWSProduce = Shader.PropertyToID("_GPUInlineDebugDrawerLinesWSProduce"); public static readonly int _GPUInlineDebugDrawerLinesWSConsume = Shader.PropertyToID("_GPUInlineDebugDrawerLinesWSConsume"); public static readonly int _GPUInlineDebugDrawerLinesCSProduce = Shader.PropertyToID("_GPUInlineDebugDrawerLinesCSProduce"); public static readonly int _GPUInlineDebugDrawerLinesCSConsume = Shader.PropertyToID("_GPUInlineDebugDrawerLinesCSConsume"); public static readonly int _GPUInlineDebugDrawer_PlotRingBuffer = Shader.PropertyToID("_GPUInlineDebugDrawer_PlotRingBuffer"); public static readonly int _GPUInlineDebugDrawer_PlotRingBufferStart = Shader.PropertyToID("_GPUInlineDebugDrawer_PlotRingBufferStart"); public static readonly int _GPUInlineDebugDrawer_PlotRingBufferEnd = Shader.PropertyToID("_GPUInlineDebugDrawer_PlotRingBufferEnd"); public static readonly int _GPUInlineDebugDrawer_PlotRingBufferRead = Shader.PropertyToID("_GPUInlineDebugDrawer_PlotRingBufferRead"); public static readonly int _GPUInlineDebugDrawer_PlotRingBufferStartRead = Shader.PropertyToID("_GPUInlineDebugDrawer_PlotRingBufferStartRead"); public static readonly int _GPUInlineDebugDrawer_PlotRingBufferEndRead = Shader.PropertyToID("_GPUInlineDebugDrawer_PlotRingBufferEndRead"); public static readonly int _GPUInlineDebugDrawerMousePos = Shader.PropertyToID("_GPUInlineDebugDrawerMousePos"); } /// /// 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"; /// Obsolete. 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"; /// Transparent Before Refraction Material is sorted per pixel with Refractive Objects. public const string kPerPixelSorting = "_PerPixelSorting"; /// 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"; /// Double sided GI mode. public const string kDoubleSidedGIMode = "_DoubleSidedGIMode"; /// 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 Depth Offset. public const string kConservativeDepthOffsetEnable = "_ConservativeDepthOffsetEnable"; /// 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"; /// Exclude from temporal upsamplers and anti aliasing. public const string kExcludeFromTUAndAA = "_ExcludeFromTUAndAA"; /// Enable Receive Shadows Off (six-way only.) public const string kReceiveShadows = "_ReceiveShadows"; /// Use Color Absorption (six-way only.) public const string kUseColorAbsorption = "_UseColorAbsorption"; // 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 kEnableGeometricSpecularAA = "_EnableGeometricSpecularAA"; internal const string kRenderQueueTypeShaderGraph = "_RenderQueueType"; internal const string kUseSplitLighting = "_RequireSplitLighting"; internal const string kMaterialTypeMask = "_MaterialTypeMask"; 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 string kTransparentDynamicUpdateDecals = "_TransparentDynamicUpdateDecals"; internal const int kMaxLayerCount = 4; internal const string kLayerCount = "_LayerCount"; internal const string kUVBase = "_UVBase"; internal const string kTexWorldScale = "_TexWorldScale"; internal const string kInvTilingScale = "_InvTilingScale"; internal const string kUVMappingMask = "_UVMappingMask"; internal const string kUVDetail = "_UVDetail"; internal const string kUVDetailsMappingMask = "_UVDetailsMappingMask"; internal const string kDecalLayerMaskFromDecal = "_DecalLayerMaskFromDecal"; internal const string kObjectSpaceUVMapping = "_ObjectSpaceUVMapping"; internal const string kDisplacementMode = "_DisplacementMode"; internal const string kMaterialID = "_MaterialID"; internal const string kTransmissionEnable = "_TransmissionEnable"; internal const string kZTestGBuffer = "_ZTestGBuffer"; internal const string kZTestDepthEqualForOpaque = "_ZTestDepthEqualForOpaque"; internal const string kEmissionColor = "_EmissionColor"; internal const string kEnableSSR = kReceivesSSR; internal const string kAddPrecomputedVelocity = "_AddPrecomputedVelocity"; internal const string kShadowMatteFilter = "_ShadowMatteFilter"; internal const string kTransmittanceColorMap = "_TransmittanceColorMap"; internal const string kRefractionModel = "_RefractionModel"; internal const string kSpecularOcclusionMode = "_SpecularOcclusionMode"; internal const string kClearCoatEnabled = "_ClearCoatEnabled"; internal const string kCutoff = "_Cutoff"; internal const string kAlphaCutoff = "_AlphaCutoff"; internal const string kUseShadowThreshold = "_UseShadowThreshold"; internal const string kAlphaCutoffShadow = "_AlphaCutoffShadow"; internal const string kAlphaCutoffPrepass = "_AlphaCutoffPrepass"; internal const string kAlphaCutoffPostpass = "_AlphaCutoffPostpass"; internal const string kBaseColor = "_BaseColor"; internal const string kBaseColorMap = "_BaseColorMap"; internal const string kMetallic = "_Metallic"; internal const string kSmoothness = "_Smoothness"; // Emission internal const string kUseEmissiveIntensity = "_UseEmissiveIntensity"; internal const string kEmissiveExposureWeight = "_EmissiveExposureWeight"; internal const string kEmissiveIntensity = "_EmissiveIntensity"; internal const string kEmissiveIntensityUnit = "_EmissiveIntensityUnit"; internal const string kForceForwardEmissive = "_ForceForwardEmissive"; internal const string kEmissiveColor = "_EmissiveColor"; internal const string kEmissiveColorLDR = "_EmissiveColorLDR"; internal const string kEmissiveColorHDR = "_EmissiveColorHDR"; internal const string kEmissiveColorMap = "_EmissiveColorMap"; internal const string kUVEmissive = "_UVEmissive"; // Tessellation internal const string kTessellationMode = "_TessellationMode"; internal const string kTessellationFactor = "_TessellationFactor"; internal const string kTessellationFactorMinDistance = "_TessellationFactorMinDistance"; internal const string kTessellationFactorMaxDistance = "_TessellationFactorMaxDistance"; internal const string kTessellationFactorTriangleSize = "_TessellationFactorTriangleSize"; internal const string kTessellationShapeFactor = "_TessellationShapeFactor"; internal const string kTessellationBackFaceCullEpsilon = "_TessellationBackFaceCullEpsilon"; internal const string kTessellationMaxDisplacement = "_TessellationMaxDisplacement"; // Displacement internal const string kHeightMap = "_HeightMap"; internal const string kHeightAmplitude = "_HeightAmplitude"; internal const string kHeightCenter = "_HeightCenter"; internal const string kHeightPoMAmplitude = "_HeightPoMAmplitude"; internal const string kHeightTessCenter = "_HeightTessCenter"; internal const string kHeightTessAmplitude = "_HeightTessAmplitude"; internal const string kHeightMin = "_HeightMin"; internal const string kHeightMax = "_HeightMax"; internal const string kHeightOffset = "_HeightOffset"; internal const string kHeightParametrization = "_HeightMapParametrization"; internal const string kDisplacementLockObjectScale = "_DisplacementLockObjectScale"; internal const string kDisplacementLockTilingScale = "_DisplacementLockTilingScale"; // Terrain internal const string kEnableHeightBlend = "_EnableHeightBlend"; internal const string kHeightTransition = "_HeightTransition"; internal const string kEnableInstancedPerPixelNormal = "_EnableInstancedPerPixelNormal"; // Maps internal const string kMaskMap = "_MaskMap"; internal const string kDetailMap = "_DetailMap"; internal const string kNormalMap = "_NormalMap"; internal const string kNormalMapOS = "_NormalMapOS"; internal const string kNormalMapSpace = "_NormalMapSpace"; internal const string kBentNormalMap = "_BentNormalMap"; internal const string kBentNormalMapOS = "_BentNormalMapOS"; internal const string kTangentMap = "_TangentMap"; internal const string kTangentMapOS = "_TangentMapOS"; internal const string kSubsurfaceMaskMap = "_SubsurfaceMaskMap"; internal const string kTransmissionMaskMap = "_TransmissionMaskMap"; internal const string kThicknessMap = "_ThicknessMap"; internal const string kSpecularColorMap = "_SpecularColorMap"; internal const string kAnisotropyMap = "_AnisotropyMap"; internal const string kIridescenceThicknessMap = "_IridescenceThicknessMap"; internal const string kCoatMask = "_CoatMask"; internal const string kCoatMaskMap = "_CoatMaskMap"; } }