namespace UnityEngine.Rendering { partial class LineRendering { internal static class ShaderIDs { public static int _ConstantBuffer = Shader.PropertyToID("ShaderVariables"); public static int _CounterBuffer = Shader.PropertyToID("_CounterBuffer"); public static int _SegmentRecordBuffer = Shader.PropertyToID("_SegmentRecordBuffer"); public static int _ClusterRecordBuffer = Shader.PropertyToID("_ClusterRecordBuffer"); public static int _IndexBuffer = Shader.PropertyToID("_IndexBuffer"); public static int _BinOffsetsBuffer = Shader.PropertyToID("_BinOffsetsBuffer"); public static int _BinCountersBuffer = Shader.PropertyToID("_BinCountersBuffer"); public static int _BinIndicesBuffer = Shader.PropertyToID("_BinIndicesBuffer"); public static int _WorkQueueBuffer = Shader.PropertyToID("_WorkQueueBuffer"); public static int _WorkQueueBinListBuffer = Shader.PropertyToID("_WorkQueueBinListBuffer"); public static int _OutputWorkQueueArgs = Shader.PropertyToID("_OutputWorkQueueArgsBuffer"); public static int _ShadingSamplesTexture = Shader.PropertyToID("_ShadingSamplesTexture"); public static int _ShadingScratchTexture = Shader.PropertyToID("_ShadingScratchTexture"); public static int _SoftwareLineOffscreenAtlasWidth = Shader.PropertyToID("_SoftwareLineOffscreenAtlasWidth"); public static int _SoftwareLineOffscreenAtlasHeight = Shader.PropertyToID("_SoftwareLineOffscreenAtlasHeight"); public static int _ShadingSampleVisibilityBuffer = Shader.PropertyToID("_ShadingSampleVisibilityBuffer"); public static int _ShadingSampleVisibilityCount = Shader.PropertyToID("_ShadingSampleVisibilityCount"); public static int _ShadingCompactionBuffer = Shader.PropertyToID("_ShadingCompactionBuffer"); public static int _ClusterCountersBuffer = Shader.PropertyToID("_ClusterCountersBuffer"); public static int _ClusterRangesBuffer = Shader.PropertyToID("_ClusterRangesBuffer"); public static int _OutputTargetColor = Shader.PropertyToID("_OutputTargetColor"); public static int _OutputTargetDepth = Shader.PropertyToID("_OutputTargetDepth"); public static int _OutputTargetMV = Shader.PropertyToID("_OutputTargetMV"); public static int _ViewSpaceDepthRangeBuffer = Shader.PropertyToID("_ViewSpaceDepthRangeBuffer"); public static int _Vertex0RecordBuffer = Shader.PropertyToID("_Vertex0RecordBuffer"); public static int _Vertex1RecordBuffer = Shader.PropertyToID("_Vertex1RecordBuffer"); public static int _Vertex2RecordBuffer = Shader.PropertyToID("_Vertex2RecordBuffer"); public static int _Vertex3RecordBuffer = Shader.PropertyToID("_Vertex3RecordBuffer"); public static int _ActiveClusterIndices = Shader.PropertyToID("_ActiveClusterIndices"); public static int _BinningArgsBuffer = Shader.PropertyToID("_BinningArgsBuffer"); public static int _VertexOffset = Shader.PropertyToID("_VertexOffset"); public static int _SegmentOffset = Shader.PropertyToID("_SegmentOffset"); // Shading Atlas public static int _SampleCount = Shader.PropertyToID("_SampleCount"); public static int _ShadingAtlasSampleOffset = Shader.PropertyToID("_ShadingAtlasSampleOffset"); public static int _SourceShadingAtlasSampleOffset = Shader.PropertyToID("_SourceShadingAtlasSampleOffset"); public static int _TargetTextureWidth = Shader.PropertyToID("_TargetTextureWidth"); public static int _TargetTextureHeight = Shader.PropertyToID("_TargetTextureHeight"); public static int _SourceTextureWidth = Shader.PropertyToID("_SourceTextureWidth"); public static int _SourceTextureHeight = Shader.PropertyToID("_SourceTextureHeight"); public static int _HistogramBuffer = Shader.PropertyToID("_HistogramBuffer"); public static int _SampleIDOffset = Shader.PropertyToID("_SampleIDOffset"); public static int _MaxSamplesToShade = Shader.PropertyToID("_MaxSamplesToShade"); public static int _PrefixSumBuffer = Shader.PropertyToID("_PrefixSumBuffer"); // LOD public static int _LODBuffer = Shader.PropertyToID("_LODBuffer"); public static int _SegmentsPerLine = Shader.PropertyToID("_SegmentsPerLine"); public static int _LineCount = Shader.PropertyToID("_LineCount"); public static int _LOD = Shader.PropertyToID("_LOD"); } } }