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