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namespace UnityEngine.Rendering.HighDefinition
{
/// <summary>Pass names and shader ids used in HDRP. these names can be used as filters when rendering objects in a custom pass or a DrawRenderers() call.</summary>
public static class HDShaderPassNames
{
// ShaderPass string - use to have consistent name through the code
/// <summary>Empty pass name.</summary>
public static readonly string s_EmptyStr = "";
/// <summary>Forward pass name.</summary>
public static readonly string s_ForwardStr = "Forward";
/// <summary>Depth Only pass name.</summary>
public static readonly string s_DepthOnlyStr = "DepthOnly";
/// <summary>Depth Forward Only pass name.</summary>
public static readonly string s_DepthForwardOnlyStr = "DepthForwardOnly";
/// <summary>Forward Only pass name.</summary>
public static readonly string s_ForwardOnlyStr = "ForwardOnly";
/// <summary>GBuffer pass name.</summary>
public static readonly string s_GBufferStr = "GBuffer";
/// <summary>GBuffer With Prepass pass name.</summary>
public static readonly string s_GBufferWithPrepassStr = "GBufferWithPrepass";
/// <summary>Legacy Unlit cross pipeline pass name.</summary>
public static readonly string s_SRPDefaultUnlitStr = "SRPDefaultUnlit";
/// <summary>Motion Vectors pass name.</summary>
public static readonly string s_MotionVectorsStr = "MotionVectors";
/// <summary>Distortion Vectors pass name.</summary>
public static readonly string s_DistortionVectorsStr = "DistortionVectors";
/// <summary>Transparent Depth Prepass pass name.</summary>
public static readonly string s_TransparentDepthPrepassStr = "TransparentDepthPrepass";
/// <summary>Transparent Backface pass name.</summary>
public static readonly string s_TransparentBackfaceStr = "TransparentBackface";
/// <summary>Transparent Depth Postpass pass name.</summary>
public static readonly string s_TransparentDepthPostpassStr = "TransparentDepthPostpass";
/// <summary>RayTracing Prepass pass name.</summary>
public static readonly string s_RayTracingPrepassStr = "RayTracingPrepass";
/// <summary>GBuffer DXR pass name.</summary>
public static readonly string s_RayTracingGBufferStr = "GBufferDXR";
/// <summary>Forward DXR pass name.</summary>
public static readonly string s_RayTracingForwardStr = "ForwardDXR";
/// <summary>Indirect DXR pass name.</summary>
public static readonly string s_RayTracingIndirectStr = "IndirectDXR";
/// <summary>Visibility DXR pass name.</summary>
public static readonly string s_RayTracingVisibilityStr = "VisibilityDXR";
/// <summary>PathTracing DXR pass name.</summary>
public static readonly string s_PathTracingDXRStr = "PathTracingDXR";
/// <summary>META pass name.</summary>
public static readonly string s_MetaStr = "META";
/// <summary>Shadow Caster pass name.</summary>
public static readonly string s_ShadowCasterStr = "ShadowCaster";
/// <summary>FullScreen Debug pass name.</summary>
public static readonly string s_FullScreenDebugStr = "FullScreenDebug";
/// <summary>DBuffer Projector pass name.</summary>
public static readonly string s_DBufferProjectorStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.DBufferProjector];
/// <summary>Decal Projector Forward Emissive pass name.</summary>
public static readonly string s_DecalProjectorForwardEmissiveStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.DecalProjectorForwardEmissive];
/// <summary>DBuffer Mesh pass name.</summary>
public static readonly string s_DBufferMeshStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.DBufferMesh];
/// <summary>Decal Mesh Forward Emissive pass name.</summary>
public static readonly string s_DecalMeshForwardEmissiveStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.DecalMeshForwardEmissive];
/// <summary>Decal Mesh Forward Emissive pass name.</summary>
public static readonly string s_DecalAtlasProjectorStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.AtlasProjector];
/// <summary>DBuffer VFX Decal pass name</summary>
public static readonly string s_DBufferVFXDecalStr = "DBufferVFX";
/// <summary>Fog Volume Voxelize pass name.</summary>
public static readonly string s_FogVolumeVoxelizeStr = "FogVolumeVoxelize";
/// <summary>VFX Volumetric Fog pass name.</summary>
public static readonly string s_VolumetricFogVFXStr = "VolumetricFogVFX";
/// <summary>VFX Volumetric Fog Overdraw Debug pass name.</summary>
public static readonly string s_VolumetricFogVFXOverdrawDebugStr = "VolumetricFogVFXOverdrawDebug";
/// <summary>Compute Thickness pass name.</summary>
public static readonly string s_ComputeThicknessStr = "ComputeThickness";
internal static readonly string s_LineRenderingOffscreenShading = "LineRenderingOffscreenShading"; // ShaderPass name
// ShaderPass name
/// <summary>Empty shader tag id.</summary>
public static readonly ShaderTagId s_EmptyName = new ShaderTagId(s_EmptyStr);
/// <summary>Forward shader tag id.</summary>
public static readonly ShaderTagId s_ForwardName = new ShaderTagId(s_ForwardStr);
/// <summary>Depth Only shader tag id.</summary>
public static readonly ShaderTagId s_DepthOnlyName = new ShaderTagId(s_DepthOnlyStr);
/// <summary>Depth Forward Only shader tag id.</summary>
public static readonly ShaderTagId s_DepthForwardOnlyName = new ShaderTagId(s_DepthForwardOnlyStr);
/// <summary>Forward Only shader tag id.</summary>
public static readonly ShaderTagId s_ForwardOnlyName = new ShaderTagId(s_ForwardOnlyStr);
/// <summary>GBuffer shader tag id.</summary>
public static readonly ShaderTagId s_GBufferName = new ShaderTagId(s_GBufferStr);
/// <summary>GBufferWithPrepass shader tag id.</summary>
public static readonly ShaderTagId s_GBufferWithPrepassName = new ShaderTagId(s_GBufferWithPrepassStr);
/// <summary>Legacy Unlit cross pipeline shader tag id.</summary>
public static readonly ShaderTagId s_SRPDefaultUnlitName = new ShaderTagId(s_SRPDefaultUnlitStr);
/// <summary>Motion Vectors shader tag id.</summary>
public static readonly ShaderTagId s_MotionVectorsName = new ShaderTagId(s_MotionVectorsStr);
/// <summary>Distortion Vectors shader tag id.</summary>
public static readonly ShaderTagId s_DistortionVectorsName = new ShaderTagId(s_DistortionVectorsStr);
/// <summary>Transparent Depth Prepass shader tag id.</summary>
public static readonly ShaderTagId s_TransparentDepthPrepassName = new ShaderTagId(s_TransparentDepthPrepassStr);
/// <summary>Transparent Backface shader tag id.</summary>
public static readonly ShaderTagId s_TransparentBackfaceName = new ShaderTagId(s_TransparentBackfaceStr);
/// <summary>Transparent Depth Postpass shader tag id.</summary>
public static readonly ShaderTagId s_TransparentDepthPostpassName = new ShaderTagId(s_TransparentDepthPostpassStr);
/// <summary>RayTracing Prepass shader tag id.</summary>
public static readonly ShaderTagId s_RayTracingPrepassName = new ShaderTagId(s_RayTracingPrepassStr);
/// <summary>FullScreen Debug shader tag id.</summary>
public static readonly ShaderTagId s_FullScreenDebugName = new ShaderTagId(s_FullScreenDebugStr);
/// <summary>ComputeThickness shader tag id.</summary>
public static readonly ShaderTagId s_ComputeThicknessName = new ShaderTagId(s_GBufferStr);
/// <summary>DBuffer Mesh shader tag id.</summary>
public static readonly ShaderTagId s_DBufferMeshName = new ShaderTagId(s_DBufferMeshStr);
/// <summary>Decal Mesh Forward Emissive shader tag id.</summary>
public static readonly ShaderTagId s_DecalMeshForwardEmissiveName = new ShaderTagId(s_DecalMeshForwardEmissiveStr);
/// <summary>DBuffer VFX Decal shader tag id.</summary>
public static readonly ShaderTagId s_DBufferVFXDecalName = new ShaderTagId(s_DBufferVFXDecalStr);
// Fog volume passes
/// <summary>Fog Volume Voxelize pass shader tag id.</summary>
public static readonly ShaderTagId s_FogVolumeVoxelizeName = new ShaderTagId(s_FogVolumeVoxelizeStr);
/// <summary>Volumetric fog VFX shader tag id.</summary>
public static readonly ShaderTagId s_VolumetricFogVFXName = new ShaderTagId(s_VolumetricFogVFXStr);
/// <summary>Volumetric fog overdraw debug VFX shader tag id.</summary>
public static readonly ShaderTagId s_VolumetricFogVFXOverdrawDebugName = new ShaderTagId(s_VolumetricFogVFXOverdrawDebugStr);
/// <summary>Water rejection tag id.</summary>
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 _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");
}
/// <summary>
/// Material property names used in HDRP Shaders.
/// </summary>
public static class HDMaterialProperties
{
/// <summary>Depth Write.</summary>
public const string kZWrite = "_ZWrite";
/// <summary>Depth Write for Transparent Materials.</summary>
public const string kTransparentZWrite = "_TransparentZWrite";
/// <summary>Cull Mode for Transparent Materials.</summary>
public const string kTransparentCullMode = "_TransparentCullMode";
/// <summary>Cull Mode for Opaque Materials.</summary>
public const string kOpaqueCullMode = "_OpaqueCullMode";
/// <summary>Depth Test for Transparent Materials.</summary>
public const string kZTestTransparent = "_ZTestTransparent";
/// <summary>Is Raytracing supported.</summary>
public const string kRayTracing = "_RayTracing";
/// <summary>Surface Type.</summary>
public const string kSurfaceType = "_SurfaceType";
/// <summary>Receive Decals.</summary>
public const string kSupportDecals = kEnableDecals;
/// <summary>Enable Alpha Cutoff.</summary>
public const string kAlphaCutoffEnabled = "_AlphaCutoffEnable";
/// <summary>Blend Mode.</summary>
public const string kBlendMode = "_BlendMode";
/// <summary>Obsolete.</summary>
public const string kAlphaToMask = "_AlphaToMask";
/// <summary>Enable Fog on Transparent Materials.</summary>
public const string kEnableFogOnTransparent = "_EnableFogOnTransparent";
/// <summary>Enable Depth Test for distortion.</summary>
internal const string kDistortionDepthTest = "_DistortionDepthTest";
/// <summary>Enable distortion.</summary>
public const string kDistortionEnable = "_DistortionEnable";
/// <summary>Depth Test for distortion.</summary>
public const string kZTestModeDistortion = "_ZTestModeDistortion";
/// <summary>Blend Mode for distortion.</summary>
public const string kDistortionBlendMode = "_DistortionBlendMode";
/// <summary>Transparent Material Writes Motion Vectors.</summary>
public const string kTransparentWritingMotionVec = "_TransparentWritingMotionVec";
/// <summary>Transparent Before Refraction Material is sorted per pixel with Refractive Objects.</summary>
public const string kPerPixelSorting = "_PerPixelSorting";
/// <summary>Enable Preserve Specular Lighting.</summary>
public const string kEnableBlendModePreserveSpecularLighting = "_EnableBlendModePreserveSpecularLighting";
/// <summary>Enable Back then Front rendering.</summary>
public const string kTransparentBackfaceEnable = "_TransparentBackfaceEnable";
/// <summary>Enable double sided.</summary>
public const string kDoubleSidedEnable = "_DoubleSidedEnable";
/// <summary>Double sided normal mode.</summary>
public const string kDoubleSidedNormalMode = "_DoubleSidedNormalMode";
/// <summary>Double sided GI mode.</summary>
public const string kDoubleSidedGIMode = "_DoubleSidedGIMode";
/// <summary>Enable distortion only (for Unlit).</summary>
public const string kDistortionOnly = "_DistortionOnly";
/// <summary>Enable Depth Prepass.</summary>
public const string kTransparentDepthPrepassEnable = "_TransparentDepthPrepassEnable";
/// <summary>Enable Depth PostPass.</summary>
public const string kTransparentDepthPostpassEnable = "_TransparentDepthPostpassEnable";
/// <summary>Transparent material sorting priority.</summary>
public const string kTransparentSortPriority = "_TransparentSortPriority";
/// <summary>Receive SSR.</summary>
public const string kReceivesSSR = "_ReceivesSSR";
/// <summary>Receive SSR for Transparent materials.</summary>
public const string kReceivesSSRTransparent = "_ReceivesSSRTransparent";
/// <summary>Enable Depth Offset.</summary>
public const string kDepthOffsetEnable = "_DepthOffsetEnable";
/// <summary>Enable Depth Offset.</summary>
public const string kConservativeDepthOffsetEnable = "_ConservativeDepthOffsetEnable";
/// <summary>Enable affect Albedo (decal only).</summary>
public const string kAffectAlbedo = "_AffectAlbedo";
/// <summary>Enable affect Normal (decal only.</summary>
public const string kAffectNormal = "_AffectNormal";
/// <summary>Enable affect AO (decal only.</summary>
public const string kAffectAO = "_AffectAO";
/// <summary>Enable affect Metal (decal only.</summary>
public const string kAffectMetal = "_AffectMetal";
/// <summary>Enable affect Smoothness (decal only.</summary>
public const string kAffectSmoothness = "_AffectSmoothness";
/// <summary>Enable affect Emission (decal only.</summary>
public const string kAffectEmission = "_AffectEmission";
/// <summary>Exclude from temporal upsamplers and anti aliasing.</summary>
public const string kExcludeFromTUAndAA = "_ExcludeFromTUAndAA";
/// <summary>Enable Receive Shadows Off (six-way only.) </summary>
public const string kReceiveShadows = "_ReceiveShadows";
/// <summary>Use Color Absorption (six-way only.) </summary>
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";
}
}