using UnityEngine; namespace FidelityFX { internal static class CacaoShaderIDs { // Shader resource views, i.e. read-only bindings internal static readonly int SrvDepthIn = Shader.PropertyToID("g_DepthIn"); internal static readonly int SrvNormalIn = Shader.PropertyToID("g_NormalIn"); internal static readonly int SrvLoadCounter = Shader.PropertyToID("g_LoadCounter"); internal static readonly int SrvDeinterleavedDepth = Shader.PropertyToID("g_DeinterleavedDepth"); internal static readonly int SrvDeinterleavedNormals = Shader.PropertyToID("g_DeinterleavedNormals"); internal static readonly int SrvSsaoBufferPing = Shader.PropertyToID("g_SsaoBufferPing"); internal static readonly int SrvSsaoBufferPong = Shader.PropertyToID("g_SsaoBufferPong"); internal static readonly int SrvImportanceMap = Shader.PropertyToID("g_ImportanceMap"); internal static readonly int SrvImportanceMapPong = Shader.PropertyToID("g_ImportanceMapPong"); // Unordered access views, i.e. random read/write bindings internal static readonly int UavLoadCounterBuffer = Shader.PropertyToID("g_RwLoadCounter"); internal static readonly int UavDeinterleavedDepth = Shader.PropertyToID("g_RwDeinterleavedDepth"); internal static readonly int UavDeinterleavedNormals = Shader.PropertyToID("g_RwDeinterleavedNormals"); internal static readonly int UavSsaoBufferPing = Shader.PropertyToID("g_RwSsaoBufferPing"); internal static readonly int UavSsaoBufferPong = Shader.PropertyToID("g_RwSsaoBufferPong"); internal static readonly int UavImportanceMap = Shader.PropertyToID("g_RwImportanceMap"); internal static readonly int UavImportanceMapPong = Shader.PropertyToID("g_RwImportanceMapPong"); internal static readonly int UavOutput = Shader.PropertyToID("g_RwOutput"); internal static readonly int UavDownsampledDepthMip0 = Shader.PropertyToID("g_RwDepthMips0"); internal static readonly int UavDownsampledDepthMip1 = Shader.PropertyToID("g_RwDepthMips1"); internal static readonly int UavDownsampledDepthMip2 = Shader.PropertyToID("g_RwDepthMips2"); internal static readonly int UavDownsampledDepthMip3 = Shader.PropertyToID("g_RwDepthMips3"); // Constant buffer bindings internal static readonly int CbSsaoConstantsBuffer = Shader.PropertyToID("SSAOConstantsBuffer"); } }