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101 lines
6.3 KiB
101 lines
6.3 KiB
5 months ago
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using UnityEngine;
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namespace HighlightPlus {
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public static class ShaderParams {
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// general uniforms
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public static int Cull = Shader.PropertyToID("_Cull");
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public static int BlurScale = Shader.PropertyToID("_BlurScale");
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public static int BlurScaleFirstHoriz = Shader.PropertyToID("_BlurScaleFirstHoriz");
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public static int Speed = Shader.PropertyToID("_Speed");
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public static int ConstantWidth = Shader.PropertyToID("_ConstantWidth");
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public static int CutOff = Shader.PropertyToID("_CutOff");
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public static int ZTest = Shader.PropertyToID("_ZTest");
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public static int Flip = Shader.PropertyToID("_Flip");
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public static int Debug = Shader.PropertyToID("_Debug");
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public static int Color = Shader.PropertyToID("_Color");
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public static int MainTex = Shader.PropertyToID("_MainTex");
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public static int BaseMap = Shader.PropertyToID("_BaseMap");
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public static int BaseMapST = Shader.PropertyToID("_BaseMap_ST");
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public static int BlendSrc = Shader.PropertyToID("_BlendSrc");
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public static int BlendDst = Shader.PropertyToID("_BlendDst");
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public static int FadeFactor = Shader.PropertyToID("_HP_Fade");
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public static int ResampleScale = Shader.PropertyToID("_ResampleScale");
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public static int NoiseTex = Shader.PropertyToID("_NoiseTex");
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// outline uniforms
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public static int OutlineWidth = Shader.PropertyToID("_OutlineWidth");
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public static int OutlineZTest = Shader.PropertyToID("_OutlineZTest");
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public static int OutlineDirection = Shader.PropertyToID("_OutlineDirection");
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public static int OutlineColor = Shader.PropertyToID("_OutlineColor");
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public static int OutlineVertexWidth = Shader.PropertyToID("_OutlineVertexWidth");
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public static int OutlineGradientTex = Shader.PropertyToID("_OutlineGradientTex");
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public static int OutlineVertexData = Shader.PropertyToID("_OutlineVertexData");
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public static int OutlineStencilComp = Shader.PropertyToID("_OutlineStencilComp");
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public static int OutlineEdgeThreshold = Shader.PropertyToID("_EdgeThreshold");
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public static int OutlineSharpness = Shader.PropertyToID("_OutlineSharpness");
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// glow uniforms
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public static int GlowZTest = Shader.PropertyToID("_GlowZTest");
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public static int GlowStencilComp = Shader.PropertyToID("_GlowStencilComp");
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public static int GlowStencilOp = Shader.PropertyToID("_GlowStencilOp");
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public static int GlowDirection = Shader.PropertyToID("_GlowDirection");
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public static int Glow = Shader.PropertyToID("_Glow");
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public static int GlowColor = Shader.PropertyToID("_GlowColor");
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public static int Glow2 = Shader.PropertyToID("_Glow2");
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// see-through uniforms
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public static int SeeThrough = Shader.PropertyToID("_SeeThrough");
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public static int SeeThroughNoise = Shader.PropertyToID("_SeeThroughNoise");
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public static int SeeThroughBorderWidth = Shader.PropertyToID("_SeeThroughBorderWidth");
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public static int SeeThroughBorderConstantWidth = Shader.PropertyToID("_SeeThroughBorderConstantWidth");
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public static int SeeThroughTintColor = Shader.PropertyToID("_SeeThroughTintColor");
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public static int SeeThroughBorderColor = Shader.PropertyToID("_SeeThroughBorderColor");
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public static int SeeThroughStencilRef = Shader.PropertyToID("_SeeThroughStencilRef");
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public static int SeeThroughStencilComp = Shader.PropertyToID("_SeeThroughStencilComp");
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public static int SeeThroughStencilPassOp = Shader.PropertyToID("_SeeThroughStencilPassOp");
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public static int SeeThroughDepthOffset = Shader.PropertyToID("_SeeThroughDepthOffset");
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public static int SeeThroughMaxDepth = Shader.PropertyToID("_SeeThroughMaxDepth");
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public static int SeeThroughTexture = Shader.PropertyToID("_SeeThroughTexture");
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public static int SeeThroughTextureScale = Shader.PropertyToID("_SeeThroughTextureScale");
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// inner glow uniforms
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public static int InnerGlowWidth = Shader.PropertyToID("_InnerGlowWidth");
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public static int InnerGlowZTest = Shader.PropertyToID("_InnerGlowZTest");
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public static int InnerGlowColor = Shader.PropertyToID("_InnerGlowColor");
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public static int InnerGlowBlendMode = Shader.PropertyToID("_InnerGlowBlendMode");
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// overlay uniforms
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public static int OverlayData = Shader.PropertyToID("_OverlayData");
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public static int OverlayBackColor = Shader.PropertyToID("_OverlayBackColor");
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public static int OverlayColor = Shader.PropertyToID("_OverlayColor");
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public static int OverlayHitPosData = Shader.PropertyToID("_OverlayHitPosData");
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public static int OverlayHitStartTime = Shader.PropertyToID("_OverlayHitStartTime");
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public static int OverlayTexture = Shader.PropertyToID("_OverlayTexture");
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public static int OverlayTextureScrolling = Shader.PropertyToID("_OverlayTextureScrolling");
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public static int OverlayZTest = Shader.PropertyToID("_OverlayZTest");
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// target uniforms
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public static int TargetFXRenderData = Shader.PropertyToID("_TargetFXRenderData");
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public static int GlowRT = Shader.PropertyToID("_HPComposeGlowFinal");
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public static int OutlineRT = Shader.PropertyToID("_HPComposeOutlineFinal");
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// keywords
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public const string SKW_ALPHACLIP = "HP_ALPHACLIP";
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public const string SKW_OUTLINE_GRADIENT_WS = "HP_OUTLINE_GRADIENT_WS";
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public const string SKW_OUTLINE_GRADIENT_LS = "HP_OUTLINE_GRADIENT_LS";
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public const string SKW_ALL_EDGES = "HP_ALL_EDGES";
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public const string SKW_DEPTHCLIP = "HP_DEPTHCLIP";
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public const string SKW_DEPTHCLIP_INV = "HP_DEPTHCLIP_INV";
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public const string SKW_DEPTH_OFFSET = "HP_DEPTH_OFFSET";
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public const string SKW_TEXTURE_TRIPLANAR = "HP_TEXTURE_TRIPLANAR";
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public const string SKW_TEXTURE_SCREENSPACE = "HP_TEXTURE_SCREENSPACE";
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public const string SKW_TEXTURE_OBJECTSPACE = "HP_TEXTURE_OBJECTSPACE";
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public const string SKW_SEETHROUGH_ONLY_BORDER = "HP_SEETHROUGH_ONLY_BORDER";
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public const string SKW_MASK_CUTOUT = "HP_MASK_CUTOUT";
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public const string SKW_DITHER_BLUENOISE = "HP_DITHER_BLUENOISE";
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}
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}
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