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"; } }