using UnityEngine; namespace VLB { public static class ShaderProperties { public static readonly int ConeRadius = Shader.PropertyToID("_ConeRadius"); public static readonly int ConeGeomProps = Shader.PropertyToID("_ConeGeomProps"); public static readonly int ColorFlat = Shader.PropertyToID("_ColorFlat"); public static readonly int DistanceFallOff = Shader.PropertyToID("_DistanceFallOff"); public static readonly int NoiseVelocityAndScale = Shader.PropertyToID("_NoiseVelocityAndScale"); public static readonly int NoiseParam = Shader.PropertyToID("_NoiseParam"); public static readonly int ColorGradientMatrix = Shader.PropertyToID("_ColorGradientMatrix"); public static readonly int LocalToWorldMatrix = Shader.PropertyToID("_LocalToWorldMatrix"); public static readonly int WorldToLocalMatrix = Shader.PropertyToID("_WorldToLocalMatrix"); public static readonly int BlendSrcFactor = Shader.PropertyToID("_BlendSrcFactor"); public static readonly int BlendDstFactor = Shader.PropertyToID("_BlendDstFactor"); public static readonly int ZTest = Shader.PropertyToID("_ZTest"); public static readonly int ParticlesTintColor = Shader.PropertyToID("_TintColor"); public static readonly int HDRPExposureWeight = Shader.PropertyToID("_HDRPExposureWeight"); public static readonly int GlobalUsesReversedZBuffer = Shader.PropertyToID("_VLB_UsesReversedZBuffer"); public static readonly int GlobalNoiseTex3D = Shader.PropertyToID("_VLB_NoiseTex3D"); public static readonly int GlobalNoiseCustomTime = Shader.PropertyToID("_VLB_NoiseCustomTime"); public static readonly int GlobalDitheringFactor = Shader.PropertyToID("_VLB_DitheringFactor"); public static readonly int GlobalDitheringNoiseTex = Shader.PropertyToID("_VLB_DitheringNoiseTex"); public static class SD { public static readonly int FadeOutFactor = Shader.PropertyToID("_FadeOutFactor"); public static readonly int ConeSlopeCosSin = Shader.PropertyToID("_ConeSlopeCosSin"); public static readonly int AlphaInside = Shader.PropertyToID("_AlphaInside"); public static readonly int AlphaOutside = Shader.PropertyToID("_AlphaOutside"); public static readonly int AttenuationLerpLinearQuad = Shader.PropertyToID("_AttenuationLerpLinearQuad"); public static readonly int DistanceCamClipping = Shader.PropertyToID("_DistanceCamClipping"); public static readonly int FresnelPow = Shader.PropertyToID("_FresnelPow"); public static readonly int GlareBehind = Shader.PropertyToID("_GlareBehind"); public static readonly int GlareFrontal = Shader.PropertyToID("_GlareFrontal"); public static readonly int DrawCap = Shader.PropertyToID("_DrawCap"); public static readonly int DepthBlendDistance = Shader.PropertyToID("_DepthBlendDistance"); public static readonly int CameraParams = Shader.PropertyToID("_CameraParams"); public static readonly int DynamicOcclusionClippingPlaneWS = Shader.PropertyToID("_DynamicOcclusionClippingPlaneWS"); public static readonly int DynamicOcclusionClippingPlaneProps = Shader.PropertyToID("_DynamicOcclusionClippingPlaneProps"); public static readonly int DynamicOcclusionDepthTexture = Shader.PropertyToID("_DynamicOcclusionDepthTexture"); public static readonly int DynamicOcclusionDepthProps = Shader.PropertyToID("_DynamicOcclusionDepthProps"); public static readonly int LocalForwardDirection = Shader.PropertyToID("_LocalForwardDirection"); public static readonly int TiltVector = Shader.PropertyToID("_TiltVector"); public static readonly int AdditionalClippingPlaneWS = Shader.PropertyToID("_AdditionalClippingPlaneWS"); } public static class HD { public static readonly int Intensity = Shader.PropertyToID("_Intensity"); public static readonly int SideSoftness = Shader.PropertyToID("_SideSoftness"); public static readonly int CameraForwardOS = Shader.PropertyToID("_CameraForwardOS"); public static readonly int CameraForwardWS = Shader.PropertyToID("_CameraForwardWS"); public static readonly int TransformScale = Shader.PropertyToID("_TransformScale"); public static readonly int ShadowDepthTexture = Shader.PropertyToID("_ShadowDepthTexture"); public static readonly int ShadowProps = Shader.PropertyToID("_ShadowProps"); public static readonly int Jittering = Shader.PropertyToID("_Jittering"); public static readonly int CookieTexture = Shader.PropertyToID("_CookieTexture"); public static readonly int CookieProperties = Shader.PropertyToID("_CookieProperties"); public static readonly int CookiePosAndScale = Shader.PropertyToID("_CookiePosAndScale"); public static readonly int GlobalCameraBlendingDistance = Shader.PropertyToID("_VLB_CameraBlendingDistance"); public static readonly int GlobalJitteringNoiseTex = Shader.PropertyToID("_VLB_JitteringNoiseTex"); } } }