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100 lines
6.3 KiB
100 lines
6.3 KiB
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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