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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");
}
}
}