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 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"); // 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"); // glow uniforms public static int GlowZTest = Shader.PropertyToID("_GlowZTest"); 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 SeeThroughOrdered = Shader.PropertyToID("_SeeThroughOrdered"); // inner glow uniforms public static int InnerGlowWidth = Shader.PropertyToID("_InnerGlowWidth"); public static int InnerGlowZTest = Shader.PropertyToID("_InnerGlowZTest"); // overlay uniforms public static int OverlayData = Shader.PropertyToID("_OverlayData"); public static int OverlayBackColor = Shader.PropertyToID("_OverlayBackColor"); // keywords public const string SKW_ALPHACLIP = "HP_ALPHACLIP"; public const string SKW_DEPTHCLIP = "HP_DEPTHCLIP"; public const string SKW_DEPTH_OFFSET = "HP_DEPTH_OFFSET"; } }