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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");
}
}