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