using UnityEngine; namespace FidelityFX.FrameGen { public static class OpticalFlowShaderIDs { // Shader resource views, i.e. read-only bindings public static readonly int SrvInputColor = Shader.PropertyToID("r_input_color"); public static readonly int SrvOpticalFlowInput = Shader.PropertyToID("r_optical_flow_input"); public static readonly int SrvOpticalFlowPreviousInput = Shader.PropertyToID("r_optical_flow_previous_input"); public static readonly int SrvOpticalFlow = Shader.PropertyToID("r_optical_flow"); public static readonly int SrvOpticalFlowPrevious = Shader.PropertyToID("r_optical_flow_previous"); // Unordered access views, i.e. random read/write bindings public static readonly int UavOpticalFlowInput = Shader.PropertyToID("rw_optical_flow_input"); public static readonly int UavOpticalFlowInputLevel1 = Shader.PropertyToID("rw_optical_flow_input_level_1"); public static readonly int UavOpticalFlowInputLevel2 = Shader.PropertyToID("rw_optical_flow_input_level_2"); public static readonly int UavOpticalFlowInputLevel3 = Shader.PropertyToID("rw_optical_flow_input_level_3"); public static readonly int UavOpticalFlowInputLevel4 = Shader.PropertyToID("rw_optical_flow_input_level_4"); public static readonly int UavOpticalFlowInputLevel5 = Shader.PropertyToID("rw_optical_flow_input_level_5"); public static readonly int UavOpticalFlowInputLevel6 = Shader.PropertyToID("rw_optical_flow_input_level_6"); public static readonly int UavOpticalFlow = Shader.PropertyToID("rw_optical_flow"); public static readonly int UavOpticalFlowNextLevel = Shader.PropertyToID("rw_optical_flow_next_level"); public static readonly int UavOpticalFlowScdHistogram = Shader.PropertyToID("rw_optical_flow_scd_histogram"); // scene change detection histogram public static readonly int UavOpticalFlowScdPreviousHistogram = Shader.PropertyToID("rw_optical_flow_scd_previous_histogram"); public static readonly int UavOpticalFlowScdTemp = Shader.PropertyToID("rw_optical_flow_scd_temp"); public static readonly int UavOpticalFlowScdOutput = Shader.PropertyToID("rw_optical_flow_scd_output"); // Constant buffer bindings public static readonly int CbOpticalFlow = Shader.PropertyToID("cbOF"); public static readonly int CbSpd = Shader.PropertyToID("cbOF_SPD"); } }