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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");
- // 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 OutlineStencilCompareFunction = Shader.PropertyToID("_OutlineStencilComp");
- public static int OutlineEdgeThreshold = Shader.PropertyToID("_EdgeThreshold");
- // 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 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";
- }
- }
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