-
Notifications
You must be signed in to change notification settings - Fork 872
Expand file tree
/
Copy pathHDStringConstants.cs
More file actions
1359 lines (1211 loc) · 105 KB
/
HDStringConstants.cs
File metadata and controls
1359 lines (1211 loc) · 105 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
namespace UnityEngine.Rendering.HighDefinition
{
/// <summary>Pass names and shader ids used in HDRP. these names can be used as filters when rendering objects in a custom pass or a DrawRenderers() call.</summary>
public static class HDShaderPassNames
{
// ShaderPass string - use to have consistent name through the code
/// <summary>Empty pass name.</summary>
public static readonly string s_EmptyStr = "";
/// <summary>Forward pass name.</summary>
public static readonly string s_ForwardStr = "Forward";
/// <summary>Depth Only pass name.</summary>
public static readonly string s_DepthOnlyStr = "DepthOnly";
/// <summary>Depth Forward Only pass name.</summary>
public static readonly string s_DepthForwardOnlyStr = "DepthForwardOnly";
/// <summary>Forward Only pass name.</summary>
public static readonly string s_ForwardOnlyStr = "ForwardOnly";
/// <summary>GBuffer pass name.</summary>
public static readonly string s_GBufferStr = "GBuffer";
/// <summary>GBuffer With Prepass pass name.</summary>
public static readonly string s_GBufferWithPrepassStr = "GBufferWithPrepass";
/// <summary>Legacy Unlit cross pipeline pass name.</summary>
public static readonly string s_SRPDefaultUnlitStr = "SRPDefaultUnlit";
/// <summary>Motion Vectors pass name.</summary>
public static readonly string s_MotionVectorsStr = "MotionVectors";
/// <summary>Distortion Vectors pass name.</summary>
public static readonly string s_DistortionVectorsStr = "DistortionVectors";
/// <summary>Transparent Depth Prepass pass name.</summary>
public static readonly string s_TransparentDepthPrepassStr = "TransparentDepthPrepass";
/// <summary>Transparent Backface pass name.</summary>
public static readonly string s_TransparentBackfaceStr = "TransparentBackface";
/// <summary>Transparent Depth Postpass pass name.</summary>
public static readonly string s_TransparentDepthPostpassStr = "TransparentDepthPostpass";
/// <summary>RayTracing Prepass pass name.</summary>
public static readonly string s_RayTracingPrepassStr = "RayTracingPrepass";
/// <summary>GBuffer DXR pass name.</summary>
public static readonly string s_RayTracingGBufferStr = "GBufferDXR";
/// <summary>Forward DXR pass name.</summary>
public static readonly string s_RayTracingForwardStr = "ForwardDXR";
/// <summary>Indirect DXR pass name.</summary>
public static readonly string s_RayTracingIndirectStr = "IndirectDXR";
/// <summary>Visibility DXR pass name.</summary>
public static readonly string s_RayTracingVisibilityStr = "VisibilityDXR";
/// <summary>PathTracing DXR pass name.</summary>
public static readonly string s_PathTracingDXRStr = "PathTracingDXR";
/// <summary>META pass name.</summary>
public static readonly string s_MetaStr = "META";
/// <summary>Shadow Caster pass name.</summary>
public static readonly string s_ShadowCasterStr = "ShadowCaster";
/// <summary>FullScreen Debug pass name.</summary>
public static readonly string s_FullScreenDebugStr = "FullScreenDebug";
/// <summary>DBuffer Projector pass name.</summary>
public static readonly string s_DBufferProjectorStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.DBufferProjector];
/// <summary>Decal Projector Forward Emissive pass name.</summary>
public static readonly string s_DecalProjectorForwardEmissiveStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.DecalProjectorForwardEmissive];
/// <summary>DBuffer Mesh pass name.</summary>
public static readonly string s_DBufferMeshStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.DBufferMesh];
/// <summary>Decal Mesh Forward Emissive pass name.</summary>
public static readonly string s_DecalMeshForwardEmissiveStr = DecalSystem.s_MaterialDecalPassNames[(int)DecalSystem.MaterialDecalPass.DecalMeshForwardEmissive];
/// <summary>DBuffer VFX Decal pass name</summary>
public static readonly string s_DBufferVFXDecalStr = "DBufferVFX";
/// <summary>Fog Volume Voxelize pass name.</summary>
public static readonly string s_FogVolumeVoxelizeStr = "FogVolumeVoxelize";
// ShaderPass name
/// <summary>Empty shader tag id.</summary>
public static readonly ShaderTagId s_EmptyName = new ShaderTagId(s_EmptyStr);
/// <summary>Forward shader tag id.</summary>
public static readonly ShaderTagId s_ForwardName = new ShaderTagId(s_ForwardStr);
/// <summary>Depth Only shader tag id.</summary>
public static readonly ShaderTagId s_DepthOnlyName = new ShaderTagId(s_DepthOnlyStr);
/// <summary>Depth Forward Only shader tag id.</summary>
public static readonly ShaderTagId s_DepthForwardOnlyName = new ShaderTagId(s_DepthForwardOnlyStr);
/// <summary>Forward Only shader tag id.</summary>
public static readonly ShaderTagId s_ForwardOnlyName = new ShaderTagId(s_ForwardOnlyStr);
/// <summary>GBuffer shader tag id.</summary>
public static readonly ShaderTagId s_GBufferName = new ShaderTagId(s_GBufferStr);
/// <summary>GBufferWithPrepass shader tag id.</summary>
public static readonly ShaderTagId s_GBufferWithPrepassName = new ShaderTagId(s_GBufferWithPrepassStr);
/// <summary>Legacy Unlit cross pipeline shader tag id.</summary>
public static readonly ShaderTagId s_SRPDefaultUnlitName = new ShaderTagId(s_SRPDefaultUnlitStr);
/// <summary>Motion Vectors shader tag id.</summary>
public static readonly ShaderTagId s_MotionVectorsName = new ShaderTagId(s_MotionVectorsStr);
/// <summary>Distortion Vectors shader tag id.</summary>
public static readonly ShaderTagId s_DistortionVectorsName = new ShaderTagId(s_DistortionVectorsStr);
/// <summary>Transparent Depth Prepass shader tag id.</summary>
public static readonly ShaderTagId s_TransparentDepthPrepassName = new ShaderTagId(s_TransparentDepthPrepassStr);
/// <summary>Transparent Backface shader tag id.</summary>
public static readonly ShaderTagId s_TransparentBackfaceName = new ShaderTagId(s_TransparentBackfaceStr);
/// <summary>Transparent Depth Postpass shader tag id.</summary>
public static readonly ShaderTagId s_TransparentDepthPostpassName = new ShaderTagId(s_TransparentDepthPostpassStr);
/// <summary>RayTracing Prepass shader tag id.</summary>
public static readonly ShaderTagId s_RayTracingPrepassName = new ShaderTagId(s_RayTracingPrepassStr);
/// <summary>FullScreen Debug shader tag id.</summary>
public static readonly ShaderTagId s_FullScreenDebugName = new ShaderTagId(s_FullScreenDebugStr);
/// <summary>DBuffer Mesh shader tag id.</summary>
public static readonly ShaderTagId s_DBufferMeshName = new ShaderTagId(s_DBufferMeshStr);
/// <summary>Decal Mesh Forward Emissive shader tag id.</summary>
public static readonly ShaderTagId s_DecalMeshForwardEmissiveName = new ShaderTagId(s_DecalMeshForwardEmissiveStr);
/// <summary>DBuffer VFX Decal shader tag id.</summary>
public static readonly ShaderTagId s_DBufferVFXDecalName = new ShaderTagId(s_DBufferVFXDecalStr);
// Fog volume passes
/// <summary>Fog Volume Voxelize pass shader tag id.</summary>
public static readonly ShaderTagId s_FogVolumeVoxelizeName = new ShaderTagId(s_FogVolumeVoxelizeStr);
// Legacy name
internal static readonly ShaderTagId s_AlwaysName = new ShaderTagId("Always");
internal static readonly ShaderTagId s_ForwardBaseName = new ShaderTagId("ForwardBase");
internal static readonly ShaderTagId s_DeferredName = new ShaderTagId("Deferred");
internal static readonly ShaderTagId s_PrepassBaseName = new ShaderTagId("PrepassBase");
internal static readonly ShaderTagId s_VertexName = new ShaderTagId("Vertex");
internal static readonly ShaderTagId s_VertexLMRGBMName = new ShaderTagId("VertexLMRGBM");
internal static readonly ShaderTagId s_VertexLMName = new ShaderTagId("VertexLM");
}
// Pre-hashed shader ids - naming conventions are a bit off in this file as we use the same
// fields names as in the shaders for ease of use...
// TODO: Would be nice to clean this up at some point
static class HDShaderIDs
{
public static readonly int _ZClip = Shader.PropertyToID("_ZClip");
public static readonly int _HDShadowDatas = Shader.PropertyToID("_HDShadowDatas");
public static readonly int _HDDirectionalShadowData = Shader.PropertyToID("_HDDirectionalShadowData");
public static readonly int _ShadowmapAtlas = Shader.PropertyToID("_ShadowmapAtlas");
public static readonly int _ShadowmapAreaAtlas = Shader.PropertyToID("_ShadowmapAreaAtlas");
public static readonly int _ShadowmapCascadeAtlas = Shader.PropertyToID("_ShadowmapCascadeAtlas");
public static readonly int _CachedShadowmapAtlas = Shader.PropertyToID("_CachedShadowmapAtlas");
public static readonly int _CachedAreaLightShadowmapAtlas = Shader.PropertyToID("_CachedAreaLightShadowmapAtlas");
public static readonly int _CachedShadowAtlasSize = Shader.PropertyToID("_CachedShadowAtlasSize");
public static readonly int _CachedAreaShadowAtlasSize = Shader.PropertyToID("_CachedAreaShadowAtlasSize");
public static readonly int _ClearValue = Shader.PropertyToID("_ClearValue");
public static readonly int _Buffer2D = Shader.PropertyToID("_Buffer2D");
// Moment shadow map data
public static readonly int _MomentShadowAtlas = Shader.PropertyToID("_MomentShadowAtlas");
public static readonly int _MomentShadowmapSlotST = Shader.PropertyToID("_MomentShadowmapSlotST");
public static readonly int _MomentShadowmapSize = Shader.PropertyToID("_MomentShadowmapSize");
public static readonly int _SummedAreaTableInputInt = Shader.PropertyToID("_SummedAreaTableInputInt");
public static readonly int _SummedAreaTableOutputInt = Shader.PropertyToID("_SummedAreaTableOutputInt");
public static readonly int _SummedAreaTableInputFloat = Shader.PropertyToID("_SummedAreaTableInputFloat");
public static readonly int _IMSKernelSize = Shader.PropertyToID("_IMSKernelSize");
public static readonly int _SrcRect = Shader.PropertyToID("_SrcRect");
public static readonly int _DstRect = Shader.PropertyToID("_DstRect");
public static readonly int _EVSMExponent = Shader.PropertyToID("_EVSMExponent");
public static readonly int _BlurWeightsStorage = Shader.PropertyToID("_BlurWeightsStorage");
public static readonly int g_LayeredSingleIdxBuffer = Shader.PropertyToID("g_LayeredSingleIdxBuffer");
public static readonly int g_depth_tex = Shader.PropertyToID("g_depth_tex");
public static readonly int g_vLayeredLightList = Shader.PropertyToID("g_vLayeredLightList");
public static readonly int g_LayeredOffset = Shader.PropertyToID("g_LayeredOffset");
public static readonly int g_vBigTileLightList = Shader.PropertyToID("g_vBigTileLightList");
public static readonly int g_vLightListGlobal = Shader.PropertyToID("g_vLightListGlobal");
public static readonly int g_vLightListTile = Shader.PropertyToID("g_vLightListTile");
public static readonly int g_vLightListCluster = Shader.PropertyToID("g_vLightListCluster");
public static readonly int g_logBaseBuffer = Shader.PropertyToID("g_logBaseBuffer");
public static readonly int g_vBoundsBuffer = Shader.PropertyToID("g_vBoundsBuffer");
public static readonly int _LightVolumeData = Shader.PropertyToID("_LightVolumeData");
public static readonly int g_data = Shader.PropertyToID("g_data");
public static readonly int g_vLightList = Shader.PropertyToID("g_vLightList");
public static readonly int g_TileFeatureFlags = Shader.PropertyToID("g_TileFeatureFlags");
public static readonly int g_DispatchIndirectBuffer = Shader.PropertyToID("g_DispatchIndirectBuffer");
public static readonly int g_TileList = Shader.PropertyToID("g_TileList");
public static readonly int g_NumTiles = Shader.PropertyToID("g_NumTiles");
public static readonly int g_NumTilesX = Shader.PropertyToID("g_NumTilesX");
public static readonly int g_VertexPerTile = Shader.PropertyToID("g_VertexPerTile");
public static readonly int _NumTiles = Shader.PropertyToID("_NumTiles");
public static readonly int _CookieAtlas = Shader.PropertyToID("_CookieAtlas");
public static readonly int _ReflectionAtlas = Shader.PropertyToID("_ReflectionAtlas");
public static readonly int _DirectionalLightDatas = Shader.PropertyToID("_DirectionalLightDatas");
public static readonly int _LightDatas = Shader.PropertyToID("_LightDatas");
public static readonly int _EnvLightDatas = Shader.PropertyToID("_EnvLightDatas");
public static readonly int _AmbientProbeData = Shader.PropertyToID("_AmbientProbeData");
public static readonly int _EnvLightReflectionData = Shader.PropertyToID("EnvLightReflectionData");
public static readonly int _EnvLightReflectionDataRT = Shader.PropertyToID("EnvLightReflectionDataRT");
public static readonly int _ProbeVolumeBounds = Shader.PropertyToID("_ProbeVolumeBounds");
public static readonly int _ProbeVolumeDatas = Shader.PropertyToID("_ProbeVolumeDatas");
public static readonly int g_vLayeredOffsetsBuffer = Shader.PropertyToID("g_vLayeredOffsetsBuffer");
public static readonly int _LightListToClear = Shader.PropertyToID("_LightListToClear");
public static readonly int _LightListEntriesAndOffset = Shader.PropertyToID("_LightListEntriesAndOffset");
public static readonly int _ViewTilesFlags = Shader.PropertyToID("_ViewTilesFlags");
public static readonly int _ClusterDebugMode = Shader.PropertyToID("_ClusterDebugMode");
public static readonly int _ClusterDebugDistance = Shader.PropertyToID("_ClusterDebugDistance");
public static readonly int _ClusterDebugLightViewportSize = Shader.PropertyToID("_ClusterDebugLightViewportSize");
public static readonly int _MousePixelCoord = Shader.PropertyToID("_MousePixelCoord");
public static readonly int _MouseClickPixelCoord = Shader.PropertyToID("_MouseClickPixelCoord");
public static readonly int _DebugFont = Shader.PropertyToID("_DebugFont");
public static readonly int _SliceIndex = Shader.PropertyToID("_SliceIndex");
public static readonly int _DebugContactShadowLightIndex = Shader.PropertyToID("_DebugContactShadowLightIndex");
public static readonly int _AmbientOcclusionTexture = Shader.PropertyToID("_AmbientOcclusionTexture");
public static readonly int _AmbientOcclusionTextureRW = Shader.PropertyToID("_AmbientOcclusionTextureRW");
public static readonly int _MultiAmbientOcclusionTexture = Shader.PropertyToID("_MultiAmbientOcclusionTexture");
public static readonly int _DebugDepthPyramidMip = Shader.PropertyToID("_DebugDepthPyramidMip");
public static readonly int _DebugDepthPyramidOffsets = Shader.PropertyToID("_DebugDepthPyramidOffsets");
public static readonly int _UseTileLightList = Shader.PropertyToID("_UseTileLightList");
public static readonly int _SkyTexture = Shader.PropertyToID("_SkyTexture");
public static readonly int specularLightingUAV = Shader.PropertyToID("specularLightingUAV");
public static readonly int diffuseLightingUAV = Shader.PropertyToID("diffuseLightingUAV");
public static readonly int _SssSampleBudget = Shader.PropertyToID("_SssSampleBudget");
public static readonly int _MaterialID = Shader.PropertyToID("_MaterialID");
public static readonly int g_TileListOffset = Shader.PropertyToID("g_TileListOffset");
public static readonly int _LtcData = Shader.PropertyToID("_LtcData");
public static readonly int _LtcGGXMatrix = Shader.PropertyToID("_LtcGGXMatrix");
public static readonly int _LtcDisneyDiffuseMatrix = Shader.PropertyToID("_LtcDisneyDiffuseMatrix");
public static readonly int _LtcMultiGGXFresnelDisneyDiffuse = Shader.PropertyToID("_LtcMultiGGXFresnelDisneyDiffuse");
public static readonly int _ScreenSpaceShadowsTexture = Shader.PropertyToID("_ScreenSpaceShadowsTexture");
public static readonly int _ContactShadowTexture = Shader.PropertyToID("_ContactShadowTexture");
public static readonly int _ContactShadowTextureUAV = Shader.PropertyToID("_ContactShadowTextureUAV");
public static readonly int _ContactShadowParamsParameters = Shader.PropertyToID("_ContactShadowParamsParameters");
public static readonly int _ContactShadowParamsParameters2 = Shader.PropertyToID("_ContactShadowParamsParameters2");
public static readonly int _ContactShadowParamsParameters3 = Shader.PropertyToID("_ContactShadowParamsParameters3");
public static readonly int _DirectionalContactShadowSampleCount = Shader.PropertyToID("_SampleCount");
public static readonly int _ShadowFrustumPlanes = Shader.PropertyToID("_ShadowFrustumPlanes");
public static readonly int _StencilMask = Shader.PropertyToID("_StencilMask");
public static readonly int _StencilRef = Shader.PropertyToID("_StencilRef");
public static readonly int _StencilCmp = Shader.PropertyToID("_StencilCmp");
public static readonly int _LightLayersMaskBuffer4 = Shader.PropertyToID("_LightLayersMaskBuffer4");
public static readonly int _LightLayersMaskBuffer5 = Shader.PropertyToID("_LightLayersMaskBuffer5");
public static readonly int _InputDepth = Shader.PropertyToID("_InputDepthTexture");
public static readonly int _ClearColor = Shader.PropertyToID("_ClearColor");
public static readonly int _SrcBlend = Shader.PropertyToID("_SrcBlend");
public static readonly int _DstBlend = Shader.PropertyToID("_DstBlend");
public static readonly int _ColorMaskTransparentVelOne = Shader.PropertyToID("_ColorMaskTransparentVelOne");
public static readonly int _ColorMaskTransparentVelTwo = Shader.PropertyToID("_ColorMaskTransparentVelTwo");
public static readonly int _DecalColorMask0 = Shader.PropertyToID(HDMaterialProperties.kDecalColorMask0);
public static readonly int _DecalColorMask1 = Shader.PropertyToID(HDMaterialProperties.kDecalColorMask1);
public static readonly int _DecalColorMask2 = Shader.PropertyToID(HDMaterialProperties.kDecalColorMask2);
public static readonly int _DecalColorMask3 = Shader.PropertyToID(HDMaterialProperties.kDecalColorMask3);
public static readonly int _StencilTexture = Shader.PropertyToID("_StencilTexture");
// Used in the stencil resolve pass
public static readonly int _OutputStencilBuffer = Shader.PropertyToID("_OutputStencilBuffer");
public static readonly int _CoarseStencilBuffer = Shader.PropertyToID("_CoarseStencilBuffer");
public static readonly int _CoarseStencilBufferSize = Shader.PropertyToID("_CoarseStencilBufferSize");
// all decal properties
public static readonly int _NormalToWorldID = Shader.PropertyToID("_NormalToWorld");
public static readonly int _DecalAtlas2DID = Shader.PropertyToID("_DecalAtlas2D");
public static readonly int _DecalHTileTexture = Shader.PropertyToID("_DecalHTileTexture");
public static readonly int _DecalDatas = Shader.PropertyToID("_DecalDatas");
public static readonly int _DecalNormalBufferStencilReadMask = Shader.PropertyToID("_DecalNormalBufferStencilReadMask");
public static readonly int _DecalNormalBufferStencilRef = Shader.PropertyToID("_DecalNormalBufferStencilRef");
public static readonly int _DecalPrepassTexture = Shader.PropertyToID("_DecalPrepassTexture");
public static readonly int _DecalPrepassTextureMS = Shader.PropertyToID("_DecalPrepassTextureMS");
public static readonly int _DrawOrder = Shader.PropertyToID("_DrawOrder");
public static readonly int _AffectAlbedo = Shader.PropertyToID(HDMaterialProperties.kAffectAlbedo);
public static readonly int _AffectNormal = Shader.PropertyToID(HDMaterialProperties.kAffectNormal);
public static readonly int _AffectAO = Shader.PropertyToID(HDMaterialProperties.kAffectAO);
public static readonly int _AffectMetal = Shader.PropertyToID(HDMaterialProperties.kAffectMetal);
public static readonly int _AffectSmoothness = Shader.PropertyToID(HDMaterialProperties.kAffectSmoothness);
public static readonly int _AffectEmission = Shader.PropertyToID(HDMaterialProperties.kAffectEmission);
public static readonly int _WorldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos");
public static readonly int _PrevCamPosRWS = Shader.PropertyToID("_PrevCamPosRWS");
public static readonly int _ViewMatrix = Shader.PropertyToID("_ViewMatrix");
public static readonly int _CameraViewMatrix = Shader.PropertyToID("_CameraViewMatrix");
public static readonly int _InvViewMatrix = Shader.PropertyToID("_InvViewMatrix");
public static readonly int _ProjMatrix = Shader.PropertyToID("_ProjMatrix");
public static readonly int _InvProjMatrix = Shader.PropertyToID("_InvProjMatrix");
public static readonly int _NonJitteredViewProjMatrix = Shader.PropertyToID("_NonJitteredViewProjMatrix");
public static readonly int _ViewProjMatrix = Shader.PropertyToID("_ViewProjMatrix");
public static readonly int _CameraViewProjMatrix = Shader.PropertyToID("_CameraViewProjMatrix");
public static readonly int _InvViewProjMatrix = Shader.PropertyToID("_InvViewProjMatrix");
public static readonly int _ZBufferParams = Shader.PropertyToID("_ZBufferParams");
public static readonly int _ProjectionParams = Shader.PropertyToID("_ProjectionParams");
public static readonly int unity_OrthoParams = Shader.PropertyToID("unity_OrthoParams");
public static readonly int _InvProjParam = Shader.PropertyToID("_InvProjParam");
public static readonly int _ScreenSize = Shader.PropertyToID("_ScreenSize");
public static readonly int _HalfScreenSize = Shader.PropertyToID("_HalfScreenSize");
public static readonly int _ScreenParams = Shader.PropertyToID("_ScreenParams");
public static readonly int _RTHandleScale = Shader.PropertyToID("_RTHandleScale");
public static readonly int _RTHandleScaleHistory = Shader.PropertyToID("_RTHandleScaleHistory");
public static readonly int _PrevViewProjMatrix = Shader.PropertyToID("_PrevViewProjMatrix");
public static readonly int _PrevInvViewProjMatrix = Shader.PropertyToID("_PrevInvViewProjMatrix");
public static readonly int _FrustumPlanes = Shader.PropertyToID("_FrustumPlanes");
public static readonly int _TaaFrameInfo = Shader.PropertyToID("_TaaFrameInfo");
public static readonly int _TaaJitterStrength = Shader.PropertyToID("_TaaJitterStrength");
public static readonly int _TaaPostParameters = Shader.PropertyToID("_TaaPostParameters");
public static readonly int _TaaPostParameters1 = Shader.PropertyToID("_TaaPostParameters1");
public static readonly int _TaaHistorySize = Shader.PropertyToID("_TaaHistorySize");
public static readonly int _TaaFilterWeights = Shader.PropertyToID("_TaaFilterWeights");
public static readonly int _NeighbourOffsets = Shader.PropertyToID("_NeighbourOffsets");
public static readonly int _TaauParameters = Shader.PropertyToID("_TaauParameters");
public static readonly int _TaaScales = Shader.PropertyToID("_TaaScales");
public static readonly int _WorldSpaceCameraPos1 = Shader.PropertyToID("_WorldSpaceCameraPos1");
public static readonly int _ViewMatrix1 = Shader.PropertyToID("_ViewMatrix1");
public static readonly int _ColorTexture = Shader.PropertyToID("_ColorTexture");
public static readonly int _DepthTexture = Shader.PropertyToID("_DepthTexture");
public static readonly int _DepthValuesTexture = Shader.PropertyToID("_DepthValuesTexture");
public static readonly int _CameraColorTexture = Shader.PropertyToID("_CameraColorTexture");
public static readonly int _CameraColorTextureRW = Shader.PropertyToID("_CameraColorTextureRW");
public static readonly int _CameraSssDiffuseLightingBuffer = Shader.PropertyToID("_CameraSssDiffuseLightingTexture");
public static readonly int _CameraFilteringBuffer = Shader.PropertyToID("_CameraFilteringTexture");
public static readonly int _IrradianceSource = Shader.PropertyToID("_IrradianceSource");
public static readonly int _InputDepthTexture = Shader.PropertyToID("_InputDepthTexture");
// Planar reflection filtering
public static readonly int _ReflectionColorMipChain = Shader.PropertyToID("_ReflectionColorMipChain");
public static readonly int _DepthTextureMipChain = Shader.PropertyToID("_DepthTextureMipChain");
public static readonly int _ReflectionPlaneNormal = Shader.PropertyToID("_ReflectionPlaneNormal");
public static readonly int _ReflectionPlanePosition = Shader.PropertyToID("_ReflectionPlanePosition");
public static readonly int _FilteredPlanarReflectionBuffer = Shader.PropertyToID("_FilteredPlanarReflectionBuffer");
public static readonly int _HalfResReflectionBuffer = Shader.PropertyToID("_HalfResReflectionBuffer");
public static readonly int _HalfResDepthBuffer = Shader.PropertyToID("_HalfResDepthBuffer");
public static readonly int _CaptureBaseScreenSize = Shader.PropertyToID("_CaptureBaseScreenSize");
public static readonly int _CaptureCurrentScreenSize = Shader.PropertyToID("_CaptureCurrentScreenSize");
public static readonly int _CaptureCameraIVP = Shader.PropertyToID("_CaptureCameraIVP");
public static readonly int _CaptureCameraPositon = Shader.PropertyToID("_CaptureCameraPositon");
public static readonly int _SourceMipIndex = Shader.PropertyToID("_SourceMipIndex");
public static readonly int _MaxMipLevels = Shader.PropertyToID("_MaxMipLevels");
public static readonly int _ThetaValuesTexture = Shader.PropertyToID("_ThetaValuesTexture");
public static readonly int _CaptureCameraFOV = Shader.PropertyToID("_CaptureCameraFOV");
public static readonly int _RTScaleFactor = Shader.PropertyToID("_RTScaleFactor");
public static readonly int _CaptureCameraVP_NO = Shader.PropertyToID("_CaptureCameraVP_NO");
public static readonly int _CaptureCameraFarPlane = Shader.PropertyToID("_CaptureCameraFarPlane");
public static readonly int _DepthTextureOblique = Shader.PropertyToID("_DepthTextureOblique");
public static readonly int _DepthTextureNonOblique = Shader.PropertyToID("_DepthTextureNonOblique");
public static readonly int _CaptureCameraIVP_NO = Shader.PropertyToID("_CaptureCameraIVP_NO");
public static readonly int _Output = Shader.PropertyToID("_Output");
public static readonly int _Input = Shader.PropertyToID("_Input");
public static readonly int _InputVal = Shader.PropertyToID("_InputVal");
public static readonly int _Sizes = Shader.PropertyToID("_Sizes");
public static readonly int _ScaleBias = Shader.PropertyToID("_ScaleBias");
// MSAA shader properties
public static readonly int _ColorTextureMS = Shader.PropertyToID("_ColorTextureMS");
public static readonly int _DepthTextureMS = Shader.PropertyToID("_DepthTextureMS");
public static readonly int _NormalTextureMS = Shader.PropertyToID("_NormalTextureMS");
public static readonly int _RaytracePrepassBufferMS = Shader.PropertyToID("_RaytracePrepassBufferMS");
public static readonly int _MotionVectorTextureMS = Shader.PropertyToID("_MotionVectorTextureMS");
public static readonly int _CameraDepthValuesTexture = Shader.PropertyToID("_CameraDepthValues");
public static readonly int[] _GBufferTexture =
{
Shader.PropertyToID("_GBufferTexture0"),
Shader.PropertyToID("_GBufferTexture1"),
Shader.PropertyToID("_GBufferTexture2"),
Shader.PropertyToID("_GBufferTexture3"),
Shader.PropertyToID("_GBufferTexture4"),
Shader.PropertyToID("_GBufferTexture5"),
Shader.PropertyToID("_GBufferTexture6"),
Shader.PropertyToID("_GBufferTexture7")
};
public static readonly int[] _GBufferTextureRW =
{
Shader.PropertyToID("_GBufferTexture0RW"),
Shader.PropertyToID("_GBufferTexture1RW"),
Shader.PropertyToID("_GBufferTexture2RW"),
Shader.PropertyToID("_GBufferTexture3RW"),
Shader.PropertyToID("_GBufferTexture4RW"),
Shader.PropertyToID("_GBufferTexture5RW"),
Shader.PropertyToID("_GBufferTexture6RW"),
Shader.PropertyToID("_GBufferTexture7RW")
};
public static readonly int[] _DBufferTexture =
{
Shader.PropertyToID("_DBufferTexture0"),
Shader.PropertyToID("_DBufferTexture1"),
Shader.PropertyToID("_DBufferTexture2"),
Shader.PropertyToID("_DBufferTexture3")
};
public static readonly int _ShaderVariablesGlobal = Shader.PropertyToID("ShaderVariablesGlobal");
public static readonly int _ShaderVariablesXR = Shader.PropertyToID("ShaderVariablesXR");
public static readonly int _ShaderVariablesVolumetric = Shader.PropertyToID("ShaderVariablesVolumetric");
public static readonly int _ShaderVariablesLightList = Shader.PropertyToID("ShaderVariablesLightList");
public static readonly int _ShaderVariablesRaytracing = Shader.PropertyToID("ShaderVariablesRaytracing");
public static readonly int _ShaderVariablesBilateralUpsample = Shader.PropertyToID("ShaderVariablesBilateralUpsample");
public static readonly int _ShaderVariablesRaytracingLightLoop = Shader.PropertyToID("ShaderVariablesRaytracingLightLoop");
public static readonly int _ShaderVariablesDebugDisplay = Shader.PropertyToID("ShaderVariablesDebugDisplay");
public static readonly int _ShaderVariablesClouds = Shader.PropertyToID("ShaderVariablesClouds");
public static readonly int _ShaderVariablesWater = Shader.PropertyToID("ShaderVariablesWater");
public static readonly int _ShaderVariablesUnderWater = Shader.PropertyToID("ShaderVariablesUnderWater");
public static readonly int _ShaderVariablesWaterRendering = Shader.PropertyToID("ShaderVariablesWaterRendering");
public static readonly int _SSSBufferTexture = Shader.PropertyToID("_SSSBufferTexture");
public static readonly int _NormalBufferTexture = Shader.PropertyToID("_NormalBufferTexture");
public static readonly int _NormalBufferRW = Shader.PropertyToID("_NormalBufferRW");
public static readonly int _RaytracePrepassBufferTexture = Shader.PropertyToID("_RaytracePrepassBufferTexture");
public static readonly int _ShaderVariablesScreenSpaceReflection = Shader.PropertyToID("ShaderVariablesScreenSpaceReflection");
public static readonly int _SsrFrameIndex = Shader.PropertyToID("_SsrFrameIndex");
public static readonly int _SsrLightingTexture = Shader.PropertyToID("_SsrLightingTexture");
public static readonly int _SsrAccumPrev = Shader.PropertyToID("_SsrAccumPrev");
public static readonly int _SsrLightingTextureRW = Shader.PropertyToID("_SsrLightingTextureRW");
public static readonly int _DirectionPDFTexture = Shader.PropertyToID("_DirectionPDFTexture");
public static readonly int _SSRAccumTexture = Shader.PropertyToID("_SSRAccumTexture");
public static readonly int _SsrHitPointTexture = Shader.PropertyToID("_SsrHitPointTexture");
public static readonly int _SsrPBRBias = Shader.PropertyToID("_SsrPBRBias");
public static readonly int _SsrPBRSpeedRejection = Shader.PropertyToID("_SsrPBRSpeedRejection");
public static readonly int _SsrPRBSpeedRejectionScalerFactor = Shader.PropertyToID("_SsrPRBSpeedRejectionScalerFactor");
public static readonly int _SsrClearCoatMaskTexture = Shader.PropertyToID("_SsrClearCoatMaskTexture");
public static readonly int _DepthPyramidMipLevelOffsets = Shader.PropertyToID("_DepthPyramidMipLevelOffsets");
public static readonly int _DepthPyramidFirstMipLevelOffset = Shader.PropertyToID("_DepthPyramidFirstMipLevelOffset");
// Still used by ray tracing.
public static readonly int _SsrStencilBit = Shader.PropertyToID("_SsrStencilBit");
public static readonly int _DeferredStencilBit = Shader.PropertyToID("_DeferredStencilBit");
public static readonly int _ShadowMaskTexture = Shader.PropertyToID("_ShadowMaskTexture");
public static readonly int _LightLayersTexture = Shader.PropertyToID("_LightLayersTexture");
public static readonly int _DistortionTexture = Shader.PropertyToID("_DistortionTexture");
public static readonly int _ColorPyramidTexture = Shader.PropertyToID("_ColorPyramidTexture");
public static readonly int _RoughDistortion = Shader.PropertyToID("_RoughDistortion");
public static readonly int _DebugColorPickerTexture = Shader.PropertyToID("_DebugColorPickerTexture");
public static readonly int _ColorPickerMode = Shader.PropertyToID("_ColorPickerMode");
public static readonly int _ApplyLinearToSRGB = Shader.PropertyToID("_ApplyLinearToSRGB");
public static readonly int _ColorPickerFontColor = Shader.PropertyToID("_ColorPickerFontColor");
public static readonly int _FalseColorEnabled = Shader.PropertyToID("_FalseColor");
public static readonly int _FalseColorThresholds = Shader.PropertyToID("_FalseColorThresholds");
public static readonly int _DebugMatCapTexture = Shader.PropertyToID("_DebugMatCapTexture");
public static readonly int _MatcapViewScale = Shader.PropertyToID("_MatcapViewScale");
public static readonly int _MatcapMixAlbedo = Shader.PropertyToID("_MatcapMixAlbedo");
public static readonly int _DebugFullScreenTexture = Shader.PropertyToID("_DebugFullScreenTexture");
public static readonly int _BlitTexture = Shader.PropertyToID("_BlitTexture");
public static readonly int _BlitTextureMSAA = Shader.PropertyToID("_BlitTextureMSAA");
public static readonly int _BlitScaleBias = Shader.PropertyToID("_BlitScaleBias");
public static readonly int _BlitMipLevel = Shader.PropertyToID("_BlitMipLevel");
public static readonly int _BlitScaleBiasRt = Shader.PropertyToID("_BlitScaleBiasRt");
public static readonly int _BlitTextureSize = Shader.PropertyToID("_BlitTextureSize");
public static readonly int _BlitPaddingSize = Shader.PropertyToID("_BlitPaddingSize");
public static readonly int _BlitTexArraySlice = Shader.PropertyToID("_BlitTexArraySlice");
public static readonly int _CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture");
public static readonly int _CameraMotionVectorsTexture = Shader.PropertyToID("_CameraMotionVectorsTexture");
public static readonly int _FullScreenDebugMode = Shader.PropertyToID("_FullScreenDebugMode");
public static readonly int _FullScreenDebugDepthRemap = Shader.PropertyToID("_FullScreenDebugDepthRemap");
public static readonly int _FullScreenDebugBuffer = Shader.PropertyToID("_FullScreenDebugBuffer");
public static readonly int _TransparencyOverdrawMaxPixelCost = Shader.PropertyToID("_TransparencyOverdrawMaxPixelCost");
public static readonly int _FogVolumeOverdrawMaxValue = Shader.PropertyToID("_FogVolumeOverdrawMaxValue");
public static readonly int _QuadOverdrawClearBuffParams = Shader.PropertyToID("_QuadOverdrawClearBuffParams");
public static readonly int _QuadOverdrawMaxQuadCost = Shader.PropertyToID("_QuadOverdrawMaxQuadCost");
public static readonly int _VertexDensityMaxPixelCost = Shader.PropertyToID("_VertexDensityMaxPixelCost");
public static readonly int _MinMotionVector = Shader.PropertyToID("_MinMotionVector");
public static readonly int _CustomDepthTexture = Shader.PropertyToID("_CustomDepthTexture");
public static readonly int _CustomColorTexture = Shader.PropertyToID("_CustomColorTexture");
public static readonly int _CustomPassInjectionPoint = Shader.PropertyToID("_CustomPassInjectionPoint");
public static readonly int _AfterPostProcessColorBuffer = Shader.PropertyToID("_AfterPostProcessColorBuffer");
public static readonly int _CustomPostProcessInput = Shader.PropertyToID("_CustomPostProcessInput");
public static readonly int _SourceDownsampleDepth = Shader.PropertyToID("_SourceDownsampleDepth");
public static readonly int _InputCubemap = Shader.PropertyToID("_InputCubemap");
public static readonly int _Mipmap = Shader.PropertyToID("_Mipmap");
public static readonly int _ApplyExposure = Shader.PropertyToID("_ApplyExposure");
public static readonly int _ArrayIndex = Shader.PropertyToID("_ArrayIndex");
public static readonly int _DiffusionProfileHash = Shader.PropertyToID("_DiffusionProfileHash");
public static readonly int _DiffusionProfileAsset = Shader.PropertyToID("_DiffusionProfileAsset");
public static readonly int _MaxRadius = Shader.PropertyToID("_MaxRadius");
public static readonly int _ShapeParam = Shader.PropertyToID("_ShapeParam");
public static readonly int _StdDev1 = Shader.PropertyToID("_StdDev1");
public static readonly int _StdDev2 = Shader.PropertyToID("_StdDev2");
public static readonly int _LerpWeight = Shader.PropertyToID("_LerpWeight");
public static readonly int _HalfRcpVarianceAndWeight1 = Shader.PropertyToID("_HalfRcpVarianceAndWeight1");
public static readonly int _HalfRcpVarianceAndWeight2 = Shader.PropertyToID("_HalfRcpVarianceAndWeight2");
public static readonly int _TransmissionTint = Shader.PropertyToID("_TransmissionTint");
public static readonly int _ThicknessRemap = Shader.PropertyToID("_ThicknessRemap");
public static readonly int _Cubemap = Shader.PropertyToID("_Cubemap");
public static readonly int _InvOmegaP = Shader.PropertyToID("_InvOmegaP");
public static readonly int _DistortionParam = Shader.PropertyToID("_DistortionParam");
public static readonly int _SkyParam = Shader.PropertyToID("_SkyParam");
public static readonly int _BackplateParameters0 = Shader.PropertyToID("_BackplateParameters0");
public static readonly int _BackplateParameters1 = Shader.PropertyToID("_BackplateParameters1");
public static readonly int _BackplateParameters2 = Shader.PropertyToID("_BackplateParameters2");
public static readonly int _BackplateShadowTint = Shader.PropertyToID("_BackplateShadowTint");
public static readonly int _BackplateShadowFilter = Shader.PropertyToID("_BackplateShadowFilter");
public static readonly int _SkyIntensity = Shader.PropertyToID("_SkyIntensity");
public static readonly int _PixelCoordToViewDirWS = Shader.PropertyToID("_PixelCoordToViewDirWS");
// Clouds
public static readonly int _VolumetricCloudsSourceDepth = Shader.PropertyToID("_VolumetricCloudsSourceDepth");
public static readonly int _CloudsLightingTexture = Shader.PropertyToID("_CloudsLightingTexture");
public static readonly int _CloudsLightingTextureRW = Shader.PropertyToID("_CloudsLightingTextureRW");
public static readonly int _HalfResDepthBufferRW = Shader.PropertyToID("_HalfResDepthBufferRW");
public static readonly int _DepthBufferRW = Shader.PropertyToID("_DepthBufferRW");
public static readonly int _CloudsDepthTexture = Shader.PropertyToID("_CloudsDepthTexture");
public static readonly int _DepthStatusTexture = Shader.PropertyToID("_DepthStatusTexture");
public static readonly int _CloudsDepthTextureRW = Shader.PropertyToID("_CloudsDepthTextureRW");
public static readonly int _CloudsAdditionalTextureRW = Shader.PropertyToID("_CloudsAdditionalTextureRW");
public static readonly int _VolumetricCloudsTexture = Shader.PropertyToID("_VolumetricCloudsTexture");
public static readonly int _VolumetricCloudsTextureRW = Shader.PropertyToID("_VolumetricCloudsTextureRW");
public static readonly int _VolumetricCloudsShadow = Shader.PropertyToID("_VolumetricCloudsShadow");
public static readonly int _VolumetricCloudsShadowRW = Shader.PropertyToID("_VolumetricCloudsShadowRW");
public static readonly int _VolumetricCloudsUpscaleTextureRW = Shader.PropertyToID("_VolumetricCloudsUpscaleTextureRW");
public static readonly int _HistoryVolumetricClouds0Texture = Shader.PropertyToID("_HistoryVolumetricClouds0Texture");
public static readonly int _HistoryVolumetricClouds1Texture = Shader.PropertyToID("_HistoryVolumetricClouds1Texture");
public static readonly int _Worley128RGBA = Shader.PropertyToID("_Worley128RGBA");
public static readonly int _ErosionNoise = Shader.PropertyToID("_ErosionNoise");
public static readonly int _CloudMapTexture = Shader.PropertyToID("_CloudMapTexture");
public static readonly int _CloudMapTextureRW = Shader.PropertyToID("_CloudMapTextureRW");
public static readonly int _CloudLutTexture = Shader.PropertyToID("_CloudLutTexture");
public static readonly int _CumulusMap = Shader.PropertyToID("_CumulusMap");
public static readonly int _CumulusMapMultiplier = Shader.PropertyToID("_CumulusMapMultiplier");
public static readonly int _AltostratusMap = Shader.PropertyToID("_AltostratusMap");
public static readonly int _AltostratusMapMultiplier = Shader.PropertyToID("_AltostratusMapMultiplier");
public static readonly int _CumulonimbusMap = Shader.PropertyToID("_CumulonimbusMap");
public static readonly int _CumulonimbusMapMultiplier = Shader.PropertyToID("_CumulonimbusMapMultiplier");
public static readonly int _RainMap = Shader.PropertyToID("_RainMap");
public static readonly int _CloudMapResolution = Shader.PropertyToID("_CloudMapResolution");
public static readonly int _CloudsPixelCoordToViewDirWS = Shader.PropertyToID("_CloudsPixelCoordToViewDirWS");
public static readonly int _VolumetricCloudsAmbientProbeBuffer = Shader.PropertyToID("_VolumetricCloudsAmbientProbeBuffer");
// Water
public static readonly int _H0Buffer = Shader.PropertyToID("_H0Buffer");
public static readonly int _H0BufferRW = Shader.PropertyToID("_H0BufferRW");
public static readonly int _HtRealBufferRW = Shader.PropertyToID("_HtRealBufferRW");
public static readonly int _HtImaginaryBufferRW = Shader.PropertyToID("_HtImaginaryBufferRW");
public static readonly int _FFTRealBuffer = Shader.PropertyToID("_FFTRealBuffer");
public static readonly int _FFTImaginaryBuffer = Shader.PropertyToID("_FFTImaginaryBuffer");
public static readonly int _FFTRealBufferRW = Shader.PropertyToID("_FFTRealBufferRW");
public static readonly int _FFTImaginaryBufferRW = Shader.PropertyToID("_FFTImaginaryBufferRW");
public static readonly int _WaterDisplacementBuffer = Shader.PropertyToID("_WaterDisplacementBuffer");
public static readonly int _WaterAdditionalDataBuffer = Shader.PropertyToID("_WaterAdditionalDataBuffer");
public static readonly int _WaterAdditionalDataBufferRW = Shader.PropertyToID("_WaterAdditionalDataBufferRW");
public static readonly int _PreviousWaterAdditionalDataBuffer = Shader.PropertyToID("_PreviousWaterAdditionalDataBuffer");
public static readonly int _WaterMask = Shader.PropertyToID("_WaterMask");
public static readonly int _FoamMask = Shader.PropertyToID("_FoamMask");
public static readonly int _FoamTexture = Shader.PropertyToID("_FoamTexture");
public static readonly int _WaterGBufferTexture0 = Shader.PropertyToID("_WaterGBufferTexture0");
public static readonly int _WaterGBufferTexture1 = Shader.PropertyToID("_WaterGBufferTexture1");
public static readonly int _WaterGBufferTexture2 = Shader.PropertyToID("_WaterGBufferTexture2");
public static readonly int _WaterGBufferTexture3 = Shader.PropertyToID("_WaterGBufferTexture3");
public static readonly int _WaterSurfaceProfiles = Shader.PropertyToID("_WaterSurfaceProfiles");
public static readonly int _WaterGBufferTexture0RW = Shader.PropertyToID("_WaterGBufferTexture0RW");
public static readonly int _WaterInitialFrame = Shader.PropertyToID("_WaterInitialFrame");
public static readonly int _WaterPatchData = Shader.PropertyToID("_WaterPatchData");
public static readonly int _WaterPatchDataRW = Shader.PropertyToID("_WaterPatchDataRW");
public static readonly int _WaterInstanceDataRW = Shader.PropertyToID("_WaterInstanceDataRW");
public static readonly int _FrustumGPUBuffer = Shader.PropertyToID("_FrustumGPUBuffer");
public static readonly int _WaterCameraHeightBuffer = Shader.PropertyToID("_WaterCameraHeightBuffer");
public static readonly int _WaterCameraHeightBufferRW = Shader.PropertyToID("_WaterCameraHeightBufferRW");
// Water caustics
public static readonly int _WaterCausticsDataBuffer = Shader.PropertyToID("_WaterCausticsDataBuffer");
public static readonly int _CausticsNormalsMipOffset = Shader.PropertyToID("_CausticsNormalsMipOffset");
public static readonly int _CausticGeometryResolution = Shader.PropertyToID("_CausticGeometryResolution");
public static readonly int _CausticsVirtualPlane = Shader.PropertyToID("_CausticsVirtualPlane");
public static readonly int _CausticsBandIndex = Shader.PropertyToID("_CausticsBandIndex");
// Cloud Layer
public static readonly int _Flowmap = Shader.PropertyToID("_Flowmap");
public static readonly int _FlowmapParam = Shader.PropertyToID("_FlowmapParam");
public static readonly int _SunDirection = Shader.PropertyToID("_SunDirection");
public static readonly int _Resolution = Shader.PropertyToID("_Resolution");
public static readonly int _Size = Shader.PropertyToID("_Size");
public static readonly int _Source = Shader.PropertyToID("_Source");
public static readonly int _Destination = Shader.PropertyToID("_Destination");
public static readonly int _Mip0 = Shader.PropertyToID("_Mip0");
public static readonly int _SourceMip = Shader.PropertyToID("_SourceMip");
public static readonly int _SrcOffsetAndLimit = Shader.PropertyToID("_SrcOffsetAndLimit");
public static readonly int _SrcScaleBias = Shader.PropertyToID("_SrcScaleBias");
public static readonly int _SrcUvLimits = Shader.PropertyToID("_SrcUvLimits");
public static readonly int _DstOffset = Shader.PropertyToID("_DstOffset");
public static readonly int _DepthMipChain = Shader.PropertyToID("_DepthMipChain");
public static readonly int _VBufferDensity = Shader.PropertyToID("_VBufferDensity");
public static readonly int _VBufferLighting = Shader.PropertyToID("_VBufferLighting");
public static readonly int _VBufferLightingFiltered = Shader.PropertyToID("_VBufferLightingFiltered");
public static readonly int _VBufferHistory = Shader.PropertyToID("_VBufferHistory");
public static readonly int _VBufferFeedback = Shader.PropertyToID("_VBufferFeedback");
public static readonly int _VolumeBounds = Shader.PropertyToID("_VolumeBounds");
public static readonly int _VolumeData = Shader.PropertyToID("_VolumeData");
public static readonly int _VolumeAmbientProbeBuffer = Shader.PropertyToID("_VolumetricAmbientProbeBuffer");
public static readonly int _MaxZMaskTexture = Shader.PropertyToID("_MaxZMaskTexture");
public static readonly int _DilationWidth = Shader.PropertyToID("_DilationWidth");
public static readonly int _MultiScatteringLUT_RW = Shader.PropertyToID("_MultiScatteringLUT_RW");
public static readonly int _MultiScatteringLUT = Shader.PropertyToID("_MultiScatteringLUT");
public static readonly int _GroundIrradianceTexture = Shader.PropertyToID("_GroundIrradianceTexture");
public static readonly int _GroundIrradianceTable = Shader.PropertyToID("_GroundIrradianceTable");
public static readonly int _GroundIrradianceTableOrder = Shader.PropertyToID("_GroundIrradianceTableOrder");
public static readonly int _AirSingleScatteringTexture = Shader.PropertyToID("_AirSingleScatteringTexture");
public static readonly int _AirSingleScatteringTable = Shader.PropertyToID("_AirSingleScatteringTable");
public static readonly int _AerosolSingleScatteringTexture = Shader.PropertyToID("_AerosolSingleScatteringTexture");
public static readonly int _AerosolSingleScatteringTable = Shader.PropertyToID("_AerosolSingleScatteringTable");
public static readonly int _MultipleScatteringTexture = Shader.PropertyToID("_MultipleScatteringTexture");
public static readonly int _MultipleScatteringTable = Shader.PropertyToID("_MultipleScatteringTable");
public static readonly int _PlanetaryRadius = Shader.PropertyToID("_PlanetaryRadius");
public static readonly int _RcpPlanetaryRadius = Shader.PropertyToID("_RcpPlanetaryRadius");
public static readonly int _AtmosphericDepth = Shader.PropertyToID("_AtmosphericDepth");
public static readonly int _RcpAtmosphericDepth = Shader.PropertyToID("_RcpAtmosphericDepth");
public static readonly int _AtmosphericRadius = Shader.PropertyToID("_AtmosphericRadius");
public static readonly int _AerosolAnisotropy = Shader.PropertyToID("_AerosolAnisotropy");
public static readonly int _AerosolPhasePartConstant = Shader.PropertyToID("_AerosolPhasePartConstant");
public static readonly int _AirDensityFalloff = Shader.PropertyToID("_AirDensityFalloff");
public static readonly int _AirScaleHeight = Shader.PropertyToID("_AirScaleHeight");
public static readonly int _AerosolDensityFalloff = Shader.PropertyToID("_AerosolDensityFalloff");
public static readonly int _AerosolScaleHeight = Shader.PropertyToID("_AerosolScaleHeight");
public static readonly int _AirSeaLevelExtinction = Shader.PropertyToID("_AirSeaLevelExtinction");
public static readonly int _AerosolSeaLevelExtinction = Shader.PropertyToID("_AerosolSeaLevelExtinction");
public static readonly int _AirSeaLevelScattering = Shader.PropertyToID("_AirSeaLevelScattering");
public static readonly int _AerosolSeaLevelScattering = Shader.PropertyToID("_AerosolSeaLevelScattering");
public static readonly int _GroundAlbedo = Shader.PropertyToID("_GroundAlbedo");
public static readonly int _IntensityMultiplier = Shader.PropertyToID("_IntensityMultiplier");
public static readonly int _PlanetCenterPosition = Shader.PropertyToID("_PlanetCenterPosition");
public static readonly int _PlanetRotation = Shader.PropertyToID("_PlanetRotation");
public static readonly int _SpaceRotation = Shader.PropertyToID("_SpaceRotation");
public static readonly int _HasGroundAlbedoTexture = Shader.PropertyToID("_HasGroundAlbedoTexture");
public static readonly int _GroundAlbedoTexture = Shader.PropertyToID("_GroundAlbedoTexture");
public static readonly int _HasGroundEmissionTexture = Shader.PropertyToID("_HasGroundEmissionTexture");
public static readonly int _GroundEmissionTexture = Shader.PropertyToID("_GroundEmissionTexture");
public static readonly int _GroundEmissionMultiplier = Shader.PropertyToID("_GroundEmissionMultiplier");
public static readonly int _HasSpaceEmissionTexture = Shader.PropertyToID("_HasSpaceEmissionTexture");
public static readonly int _SpaceEmissionTexture = Shader.PropertyToID("_SpaceEmissionTexture");
public static readonly int _SpaceEmissionMultiplier = Shader.PropertyToID("_SpaceEmissionMultiplier");
public static readonly int _RenderSunDisk = Shader.PropertyToID("_RenderSunDisk");
public static readonly int _ColorSaturation = Shader.PropertyToID("_ColorSaturation");
public static readonly int _AlphaSaturation = Shader.PropertyToID("_AlphaSaturation");
public static readonly int _AlphaMultiplier = Shader.PropertyToID("_AlphaMultiplier");
public static readonly int _HorizonTint = Shader.PropertyToID("_HorizonTint");
public static readonly int _ZenithTint = Shader.PropertyToID("_ZenithTint");
public static readonly int _HorizonZenithShiftPower = Shader.PropertyToID("_HorizonZenithShiftPower");
public static readonly int _HorizonZenithShiftScale = Shader.PropertyToID("_HorizonZenithShiftScale");
// Raytracing variables
public static readonly int _RayTracingLayerMask = Shader.PropertyToID("_RayTracingLayerMask");
public static readonly int _PixelSpreadAngleTangent = Shader.PropertyToID("_PixelSpreadAngleTangent");
public static readonly string _RaytracingAccelerationStructureName = "_RaytracingAccelerationStructure";
// Path tracing variables
public static readonly int _InvViewportScaleBias = Shader.PropertyToID("_InvViewportScaleBias");
public static readonly int _PathTracingDoFParameters = Shader.PropertyToID("_PathTracingDoFParameters");
public static readonly int _PathTracingTilingParameters = Shader.PropertyToID("_PathTracingTilingParameters");
public static readonly int _PathTracingCameraSkyEnabled = Shader.PropertyToID("_PathTracingCameraSkyEnabled");
public static readonly int _PathTracingCameraClearColor = Shader.PropertyToID("_PathTracingCameraClearColor");
public static readonly int _PathTracingSkyTextureWidth = Shader.PropertyToID("_PathTracingSkyTextureWidth");
public static readonly int _PathTracingSkyTextureHeight = Shader.PropertyToID("_PathTracingSkyTextureHeight");
public static readonly int _PathTracingSkyCDFTexture = Shader.PropertyToID("_PathTracingSkyCDFTexture");
public static readonly int _PathTracingSkyMarginalTexture = Shader.PropertyToID("_PathTracingSkyMarginalTexture");
public static readonly int _AlbedoAOV = Shader.PropertyToID("_AlbedoAOV");
public static readonly int _NormalAOV = Shader.PropertyToID("_NormalAOV");
public static readonly int _MotionVectorAOV = Shader.PropertyToID("_MotionVectorAOV");
// Light Cluster
public static readonly int _LightDatasRT = Shader.PropertyToID("_LightDatasRT");
public static readonly int _EnvLightDatasRT = Shader.PropertyToID("_EnvLightDatasRT");
public static readonly int _RaytracingLightCluster = Shader.PropertyToID("_RaytracingLightCluster");
public static readonly int _RaytracingLightClusterRW = Shader.PropertyToID("_RaytracingLightClusterRW");
// Denoising
public static readonly int _EnableExposureControl = Shader.PropertyToID("_EnableExposureControl");
public static readonly int _HistorySizeAndScale = Shader.PropertyToID("_HistorySizeAndScale");
public static readonly int _HistoryBuffer = Shader.PropertyToID("_HistoryBuffer");
public static readonly int _HistoryBuffer0 = Shader.PropertyToID("_HistoryBuffer0");
public static readonly int _HistoryBuffer1 = Shader.PropertyToID("_HistoryBuffer1");
public static readonly int _ValidationBuffer = Shader.PropertyToID("_ValidationBuffer");
public static readonly int _ValidationBufferRW = Shader.PropertyToID("_ValidationBufferRW");
public static readonly int _HistoryDepthTexture = Shader.PropertyToID("_HistoryDepthTexture");
public static readonly int _HistoryNormalTexture = Shader.PropertyToID("_HistoryNormalTexture");
public static readonly int _RaytracingDenoiseRadius = Shader.PropertyToID("_RaytracingDenoiseRadius");
public static readonly int _DenoiserFilterRadius = Shader.PropertyToID("_DenoiserFilterRadius");
public static readonly int _NormalHistoryCriterion = Shader.PropertyToID("_NormalHistoryCriterion");
public static readonly int _DenoiseInputTexture = Shader.PropertyToID("_DenoiseInputTexture");
public static readonly int _DenoiseOutputTextureRW = Shader.PropertyToID("_DenoiseOutputTextureRW");
public static readonly int _DenoiseOutputArrayTextureRW = Shader.PropertyToID("_DenoiseOutputArrayTextureRW");
public static readonly int _AccumulationOutputTextureRW = Shader.PropertyToID("_AccumulationOutputTextureRW");
public static readonly int _HalfResolutionFilter = Shader.PropertyToID("_HalfResolutionFilter");
public static readonly int _DenoisingHistorySlot = Shader.PropertyToID("_DenoisingHistorySlot");
public static readonly int _HistoryValidity = Shader.PropertyToID("_HistoryValidity");
public static readonly int _ReceiverMotionRejection = Shader.PropertyToID("_ReceiverMotionRejection");
public static readonly int _OccluderMotionRejection = Shader.PropertyToID("_OccluderMotionRejection");
public static readonly int _ReflectionFilterMapping = Shader.PropertyToID("_ReflectionFilterMapping");
public static readonly int _DenoisingHistorySlice = Shader.PropertyToID("_DenoisingHistorySlice");
public static readonly int _DenoisingHistoryMask = Shader.PropertyToID("_DenoisingHistoryMask");
public static readonly int _DenoisingHistoryMaskSn = Shader.PropertyToID("_DenoisingHistoryMaskSn");
public static readonly int _DenoisingHistoryMaskUn = Shader.PropertyToID("_DenoisingHistoryMaskUn");
public static readonly int _HistoryValidityBuffer = Shader.PropertyToID("_HistoryValidityBuffer");
public static readonly int _ValidityOutputTextureRW = Shader.PropertyToID("_ValidityOutputTextureRW");
public static readonly int _VelocityBuffer = Shader.PropertyToID("_VelocityBuffer");
public static readonly int _ShadowFilterMapping = Shader.PropertyToID("_ShadowFilterMapping");
public static readonly int _DistanceTexture = Shader.PropertyToID("_DistanceTexture");
public static readonly int _JitterFramePeriod = Shader.PropertyToID("_JitterFramePeriod");
public static readonly int _SingleReflectionBounce = Shader.PropertyToID("_SingleReflectionBounce");
public static readonly int _RoughnessBasedDenoising = Shader.PropertyToID("_RoughnessBasedDenoising");
public static readonly int _HistoryBufferSize = Shader.PropertyToID("_HistoryBufferSize");
public static readonly int _CurrentEffectResolution = Shader.PropertyToID("_CurrentEffectResolution");
public static readonly int _SampleCountTextureRW = Shader.PropertyToID("_SampleCountTextureRW");
public static readonly int _AffectSmoothSurfaces = Shader.PropertyToID("_AffectSmoothSurfaces");
public static readonly int _ObjectMotionStencilBit = Shader.PropertyToID("_ObjectMotionStencilBit");
public static readonly int _PointDistribution = Shader.PropertyToID("_PointDistribution");
public static readonly int _DenoiserResolutionMultiplierVals = Shader.PropertyToID("_DenoiserResolutionMultiplierVals");
public static readonly int _DenoiseInputArrayTexture = Shader.PropertyToID("_DenoiseInputArrayTexture");
public static readonly int _ValidityInputArrayTexture = Shader.PropertyToID("_ValidityInputArrayTexture");
public static readonly int _IntermediateDenoiseOutputTexture = Shader.PropertyToID("_IntermediateDenoiseOutputTexture");
public static readonly int _IntermediateValidityOutputTexture = Shader.PropertyToID("_IntermediateValidityOutputTexture");
public static readonly int _IntermediateDenoiseOutputTextureRW = Shader.PropertyToID("_IntermediateDenoiseOutputTextureRW");
public static readonly int _IntermediateValidityOutputTextureRW = Shader.PropertyToID("_IntermediateValidityOutputTextureRW");
// Reflections
public static readonly int _ReflectionHistorybufferRW = Shader.PropertyToID("_ReflectionHistorybufferRW");
public static readonly int _CurrentFrameTexture = Shader.PropertyToID("_CurrentFrameTexture");
public static readonly int _AccumulatedFrameTexture = Shader.PropertyToID("_AccumulatedFrameTexture");
public static readonly int _TemporalAccumuationWeight = Shader.PropertyToID("_TemporalAccumuationWeight");
public static readonly int _SpatialFilterRadius = Shader.PropertyToID("_SpatialFilterRadius");
public static readonly int _RaytracingHitDistanceTexture = Shader.PropertyToID("_RaytracingHitDistanceTexture");
public static readonly int _RaytracingVSNormalTexture = Shader.PropertyToID("_RaytracingVSNormalTexture");
public static readonly int _RaytracingReflectionTexture = Shader.PropertyToID("_RaytracingReflectionTexture");
// Shadows
public static readonly int _RaytracingTargetLight = Shader.PropertyToID("_RaytracingTargetLight");
public static readonly int _RaytracingShadowSlot = Shader.PropertyToID("_RaytracingShadowSlot");
public static readonly int _RaytracingChannelMask = Shader.PropertyToID("_RaytracingChannelMask");
public static readonly int _RaytracingChannelMask0 = Shader.PropertyToID("_RaytracingChannelMask0");
public static readonly int _RaytracingChannelMask1 = Shader.PropertyToID("_RaytracingChannelMask1");
public static readonly int _RaytracingAreaWorldToLocal = Shader.PropertyToID("_RaytracingAreaWorldToLocal");
public static readonly int _RaytracedAreaShadowSample = Shader.PropertyToID("_RaytracedAreaShadowSample");
public static readonly int _RaytracedAreaShadowIntegration = Shader.PropertyToID("_RaytracedAreaShadowIntegration");
public static readonly int _RaytracingDirectionBuffer = Shader.PropertyToID("_RaytracingDirectionBuffer");
public static readonly int _RayTracingLengthBuffer = Shader.PropertyToID("_RayTracingLengthBuffer");
public static readonly int _RaytracingDistanceBufferRW = Shader.PropertyToID("_RaytracingDistanceBufferRW");
public static readonly int _RaytracingDistanceBuffer = Shader.PropertyToID("_RaytracingDistanceBuffer");
public static readonly int _AreaShadowTexture = Shader.PropertyToID("_AreaShadowTexture");
public static readonly int _AreaShadowTextureRW = Shader.PropertyToID("_AreaShadowTextureRW");
public static readonly int _ScreenSpaceShadowsTextureRW = Shader.PropertyToID("_ScreenSpaceShadowsTextureRW");
public static readonly int _AreaShadowHistory = Shader.PropertyToID("_AreaShadowHistory");
public static readonly int _AreaShadowHistoryRW = Shader.PropertyToID("_AreaShadowHistoryRW");
public static readonly int _AnalyticProbBuffer = Shader.PropertyToID("_AnalyticProbBuffer");
public static readonly int _AnalyticHistoryBuffer = Shader.PropertyToID("_AnalyticHistoryBuffer");
public static readonly int _AnalyticHistoryBufferRW = Shader.PropertyToID("_AnalyticHistoryBufferRW");
public static readonly int _RaytracingLightRadius = Shader.PropertyToID("_RaytracingLightRadius");
public static readonly int _RaytracingLightAngle = Shader.PropertyToID("_RaytracingLightAngle");
public static readonly int _RaytracedShadowIntegration = Shader.PropertyToID("_RaytracedShadowIntegration");
public static readonly int _RaytracedColorShadowIntegration = Shader.PropertyToID("_RaytracedColorShadowIntegration");
public static readonly int _DirectionalMaxRayLength = Shader.PropertyToID("_DirectionalMaxRayLength");
public static readonly int _DirectionalLightDirection = Shader.PropertyToID("_DirectionalLightDirection");
public static readonly int _SphereLightPosition = Shader.PropertyToID("_SphereLightPosition");
public static readonly int _SphereLightRadius = Shader.PropertyToID("_SphereLightRadius");
public static readonly int _CameraFOV = Shader.PropertyToID("_CameraFOV");
// Ambient occlusion
public static readonly int _RaytracingAOIntensity = Shader.PropertyToID("_RaytracingAOIntensity");
// Ray count
public static readonly int _RayCountTexture = Shader.PropertyToID("_RayCountTexture");
public static readonly int _RayCountType = Shader.PropertyToID("_RayCountType");
public static readonly int _InputRayCountTexture = Shader.PropertyToID("_InputRayCountTexture");
public static readonly int _InputRayCountBuffer = Shader.PropertyToID("_InputRayCountBuffer");
public static readonly int _OutputRayCountBuffer = Shader.PropertyToID("_OutputRayCountBuffer");
public static readonly int _InputBufferDimension = Shader.PropertyToID("_InputBufferDimension");
public static readonly int _OutputBufferDimension = Shader.PropertyToID("_OutputBufferDimension");
// Primary Visibility
public static readonly int _RaytracingFlagMask = Shader.PropertyToID("_RaytracingFlagMask");
public static readonly int _RaytracingPrimaryDebug = Shader.PropertyToID("_RaytracingPrimaryDebug");
// Indirect diffuse
public static readonly int _IndirectDiffuseTexture = Shader.PropertyToID("_IndirectDiffuseTexture");
public static readonly int _IndirectDiffuseTextureRW = Shader.PropertyToID("_IndirectDiffuseTextureRW");
public static readonly int _IndirectDiffuseTexture0RW = Shader.PropertyToID("_IndirectDiffuseTexture0RW");
public static readonly int _IndirectDiffuseTexture1RW = Shader.PropertyToID("_IndirectDiffuseTexture1RW");
public static readonly int _IndirectDiffuseTexture0 = Shader.PropertyToID("_IndirectDiffuseTexture0");
public static readonly int _IndirectDiffuseTexture1 = Shader.PropertyToID("_IndirectDiffuseTexture1");
public static readonly int _UpscaledIndirectDiffuseTextureRW = Shader.PropertyToID("_UpscaledIndirectDiffuseTextureRW");
public static readonly int _IndirectDiffuseHitPointTexture = Shader.PropertyToID("_IndirectDiffuseHitPointTexture");
public static readonly int _IndirectDiffuseHitPointTextureRW = Shader.PropertyToID("_IndirectDiffuseHitPointTextureRW");
public static readonly int _IndirectDiffuseFrameIndex = Shader.PropertyToID("_IndirectDiffuseFrameIndex");
public static readonly int _InputNoisyBuffer = Shader.PropertyToID("_InputNoisyBuffer");
public static readonly int _InputNoisyBuffer0 = Shader.PropertyToID("_InputNoisyBuffer0");
public static readonly int _InputNoisyBuffer1 = Shader.PropertyToID("_InputNoisyBuffer1");
public static readonly int _OutputFilteredBuffer = Shader.PropertyToID("_OutputFilteredBuffer");
public static readonly int _OutputFilteredBuffer0 = Shader.PropertyToID("_OutputFilteredBuffer0");
public static readonly int _OutputFilteredBuffer1 = Shader.PropertyToID("_OutputFilteredBuffer1");
public static readonly int _LowResolutionTexture = Shader.PropertyToID("_LowResolutionTexture");
public static readonly int _OutputUpscaledTexture = Shader.PropertyToID("_OutputUpscaledTexture");
public static readonly int _IndirectDiffuseSpatialFilter = Shader.PropertyToID("_IndirectDiffuseSpatialFilter");
public static readonly int _SpatialFilterDirection = Shader.PropertyToID("_SpatialFilterDirection");
// Deferred Lighting
public static readonly int _RaytracingLitBufferRW = Shader.PropertyToID("_RaytracingLitBufferRW");
public static readonly int _RayTracingDiffuseLightingOnly = Shader.PropertyToID("_RayTracingDiffuseLightingOnly");
public static readonly int _RaytracingHalfResolution = Shader.PropertyToID("_RaytracingHalfResolution");
// Ray Marching
public static readonly int _RayMarchingThicknessScale = Shader.PropertyToID("_RayMarchingThicknessScale");
public static readonly int _RayMarchingThicknessBias = Shader.PropertyToID("_RayMarchingThicknessBias");
public static readonly int _RayMarchingSteps = Shader.PropertyToID("_RayMarchingSteps");
public static readonly int _RayMarchingReflectSky = Shader.PropertyToID("_RayMarchingReflectSky");
public static readonly int _RayMarchingFallbackHierarchy = Shader.PropertyToID("_RayMarchingFallbackHierarchy");
public static readonly int _RayMarchingLowResPercentageInv = Shader.PropertyToID("_RayMarchingLowResPercentageInv");
public static readonly int _RayMarchingLowResPercentage = Shader.PropertyToID("_RayMarchingLowResPercentage");
// Ray binning
public static readonly int _RayBinResult = Shader.PropertyToID("_RayBinResult");
public static readonly int _RayBinSizeResult = Shader.PropertyToID("_RayBinSizeResult");
public static readonly int _RayBinTileCountX = Shader.PropertyToID("_RayBinTileCountX");
public static readonly int _BufferSizeX = Shader.PropertyToID("_BufferSizeX");
public static readonly int _RayBinViewOffset = Shader.PropertyToID("_RayBinViewOffset");
public static readonly int _RayBinTileViewOffset = Shader.PropertyToID("_RayBinTileViewOffset");
// Sub Surface
public static readonly int _ThroughputTextureRW = Shader.PropertyToID("_ThroughputTextureRW");
public static readonly int _NormalTextureRW = Shader.PropertyToID("_NormalTextureRW");
public static readonly int _DirectionTextureRW = Shader.PropertyToID("_DirectionTextureRW");
public static readonly int _PositionTextureRW = Shader.PropertyToID("_PositionTextureRW");
public static readonly int _DiffuseLightingTextureRW = Shader.PropertyToID("_DiffuseLightingTextureRW");
public static readonly int _SubSurfaceLightingBuffer = Shader.PropertyToID("_SubSurfaceLightingBuffer");
public static readonly int _IndirectDiffuseLightingBuffer = Shader.PropertyToID("_IndirectDiffuseLightingBuffer");
// Accumulation and path tracing
public static readonly int _AccumulationFrameIndex = Shader.PropertyToID("_AccumulationFrameIndex");
public static readonly int _AccumulationNumSamples = Shader.PropertyToID("_AccumulationNumSamples");
public static readonly int _AccumulationWeights = Shader.PropertyToID("_AccumulationWeights");
public static readonly int _AccumulationNeedsExposure = Shader.PropertyToID("_AccumulationNeedsExposure");
public static readonly int _FrameTexture = Shader.PropertyToID("_FrameTexture");
public static readonly int _SkyCameraTexture = Shader.PropertyToID("_SkyCameraTexture");
// Preintegrated texture name
public static readonly int _PreIntegratedFGD_GGXDisneyDiffuse = Shader.PropertyToID("_PreIntegratedFGD_GGXDisneyDiffuse");
public static readonly int _PreIntegratedFGD_CharlieAndFabric = Shader.PropertyToID("_PreIntegratedFGD_CharlieAndFabric");
public static readonly int _PreIntegratedFGD_Marschner = Shader.PropertyToID("_PreIntegratedFGD_Marschner");
public static readonly int _PreIntegratedAzimuthalScattering = Shader.PropertyToID("_PreIntegratedAzimuthalScattering");
public static readonly int _ExposureTexture = Shader.PropertyToID("_ExposureTexture");
public static readonly int _PrevExposureTexture = Shader.PropertyToID("_PrevExposureTexture");
// Note that this is a separate name because is bound locally to a exposure shader, while _PrevExposureTexture is bound globally for everything else.
public static readonly int _PreviousExposureTexture = Shader.PropertyToID("_PreviousExposureTexture");
public static readonly int _ExposureDebugTexture = Shader.PropertyToID("_ExposureDebugTexture");
public static readonly int _ExposureParams = Shader.PropertyToID("_ExposureParams");
public static readonly int _ExposureParams2 = Shader.PropertyToID("_ExposureParams2");
public static readonly int _ExposureDebugParams = Shader.PropertyToID("_ExposureDebugParams");
public static readonly int _HistogramExposureParams = Shader.PropertyToID("_HistogramExposureParams");
public static readonly int _HistogramBuffer = Shader.PropertyToID("_HistogramBuffer");
public static readonly int _FullImageHistogram = Shader.PropertyToID("_FullImageHistogram");
public static readonly int _xyBuffer = Shader.PropertyToID("_xyBuffer");
public static readonly int _HDRxyBufferDebugParams = Shader.PropertyToID("_HDRxyBufferDebugParams");
public static readonly int _HDRDebugParams = Shader.PropertyToID("_HDRDebugParams");
public static readonly int _AdaptationParams = Shader.PropertyToID("_AdaptationParams");
public static readonly int _ExposureCurveTexture = Shader.PropertyToID("_ExposureCurveTexture");
public static readonly int _ExposureWeightMask = Shader.PropertyToID("_ExposureWeightMask");
public static readonly int _ProceduralMaskParams = Shader.PropertyToID("_ProceduralMaskParams");
public static readonly int _ProceduralMaskParams2 = Shader.PropertyToID("_ProceduralMaskParams2");
public static readonly int _Variants = Shader.PropertyToID("_Variants");
public static readonly int _InputTexture = Shader.PropertyToID("_InputTexture");
public static readonly int _InputTextureArray = Shader.PropertyToID("_InputTextureArray");
public static readonly int _InputTextureMSAA = Shader.PropertyToID("_InputTextureMSAA");
public static readonly int _OutputTexture = Shader.PropertyToID("_OutputTexture");
public static readonly int _SourceTexture = Shader.PropertyToID("_SourceTexture");
public static readonly int _InputHistoryTexture = Shader.PropertyToID("_InputHistoryTexture");
public static readonly int _OutputHistoryTexture = Shader.PropertyToID("_OutputHistoryTexture");
public static readonly int _InputVelocityMagnitudeHistory = Shader.PropertyToID("_InputVelocityMagnitudeHistory");
public static readonly int _OutputVelocityMagnitudeHistory = Shader.PropertyToID("_OutputVelocityMagnitudeHistory");
public static readonly int _OutputDepthTexture = Shader.PropertyToID("_OutputDepthTexture");
public static readonly int _OutputMotionVectorTexture = Shader.PropertyToID("_OutputMotionVectorTexture");
public static readonly int _TargetScale = Shader.PropertyToID("_TargetScale");
public static readonly int _Params = Shader.PropertyToID("_Params");
public static readonly int _Params1 = Shader.PropertyToID("_Params1");
public static readonly int _Params2 = Shader.PropertyToID("_Params2");
public static readonly int _Params3 = Shader.PropertyToID("_Params3");
public static readonly int _BokehKernel = Shader.PropertyToID("_BokehKernel");
public static readonly int _InputCoCTexture = Shader.PropertyToID("_InputCoCTexture");
public static readonly int _InputHistoryCoCTexture = Shader.PropertyToID("_InputHistoryCoCTexture");
public static readonly int _OutputCoCTexture = Shader.PropertyToID("_OutputCoCTexture");
public static readonly int _OutputNearCoCTexture = Shader.PropertyToID("_OutputNearCoCTexture");
public static readonly int _OutputNearTexture = Shader.PropertyToID("_OutputNearTexture");
public static readonly int _OutputFarCoCTexture = Shader.PropertyToID("_OutputFarCoCTexture");
public static readonly int _OutputFarTexture = Shader.PropertyToID("_OutputFarTexture");
public static readonly int _OutputMip1 = Shader.PropertyToID("_OutputMip1");
public static readonly int _OutputMip2 = Shader.PropertyToID("_OutputMip2");
public static readonly int _OutputMip3 = Shader.PropertyToID("_OutputMip3");
public static readonly int _OutputMip4 = Shader.PropertyToID("_OutputMip4");
public static readonly int _OutputMip5 = Shader.PropertyToID("_OutputMip5");
public static readonly int _OutputMip6 = Shader.PropertyToID("_OutputMip6");
public static readonly int _IndirectBuffer = Shader.PropertyToID("_IndirectBuffer");
public static readonly int _InputNearCoCTexture = Shader.PropertyToID("_InputNearCoCTexture");
public static readonly int _NearTileList = Shader.PropertyToID("_NearTileList");
public static readonly int _InputFarTexture = Shader.PropertyToID("_InputFarTexture");
public static readonly int _InputNearTexture = Shader.PropertyToID("_InputNearTexture");
public static readonly int _InputFarCoCTexture = Shader.PropertyToID("_InputFarCoCTexture");
public static readonly int _FarTileList = Shader.PropertyToID("_FarTileList");
public static readonly int _TileList = Shader.PropertyToID("_TileList");
public static readonly int _TexelSize = Shader.PropertyToID("_TexelSize");
public static readonly int _InputDilatedCoCTexture = Shader.PropertyToID("_InputDilatedCoCTexture");
public static readonly int _OutputAlphaTexture = Shader.PropertyToID("_OutputAlphaTexture");
public static readonly int _InputNearAlphaTexture = Shader.PropertyToID("_InputNearAlphaTexture");
public static readonly int _CoCTargetScale = Shader.PropertyToID("_CoCTargetScale");
public static readonly int _DepthMinMaxAvg = Shader.PropertyToID("_DepthMinMaxAvg");
public static readonly int _FlareOcclusionTex = Shader.PropertyToID("_FlareOcclusionTex");
public static readonly int _FlareCloudOpacity = Shader.PropertyToID("_FlareCloudOpacity");
public static readonly int _FlareSunOcclusionTex = Shader.PropertyToID("_FlareSunOcclusionTex");
public static readonly int _FlareOcclusionRemapTex = Shader.PropertyToID("_FlareOcclusionRemapTex");
public static readonly int _LensFlareOcclusion = Shader.PropertyToID("_LensFlareOcclusion");
public static readonly int _FlareTex = Shader.PropertyToID("_FlareTex");
public static readonly int _FlareColorValue = Shader.PropertyToID("_FlareColorValue");
public static readonly int _FlareData0 = Shader.PropertyToID("_FlareData0");
public static readonly int _FlareData1 = Shader.PropertyToID("_FlareData1");
public static readonly int _FlareData2 = Shader.PropertyToID("_FlareData2");
public static readonly int _FlareData3 = Shader.PropertyToID("_FlareData3");
public static readonly int _FlareData4 = Shader.PropertyToID("_FlareData4");
public static readonly int _FlareData5 = Shader.PropertyToID("_FlareData5");
public static readonly int _FlareOcclusionIndex = Shader.PropertyToID("_FlareOcclusionIndex");
public static readonly int _BloomParams = Shader.PropertyToID("_BloomParams");
public static readonly int _BloomTint = Shader.PropertyToID("_BloomTint");
public static readonly int _BloomTexture = Shader.PropertyToID("_BloomTexture");
public static readonly int _BloomDirtTexture = Shader.PropertyToID("_BloomDirtTexture");
public static readonly int _BloomDirtScaleOffset = Shader.PropertyToID("_BloomDirtScaleOffset");
public static readonly int _InputLowTexture = Shader.PropertyToID("_InputLowTexture");
public static readonly int _InputHighTexture = Shader.PropertyToID("_InputHighTexture");
public static readonly int _BloomBicubicParams = Shader.PropertyToID("_BloomBicubicParams");
public static readonly int _BloomThreshold = Shader.PropertyToID("_BloomThreshold");
public static readonly int _ChromaSpectralLut = Shader.PropertyToID("_ChromaSpectralLut");
public static readonly int _ChromaParams = Shader.PropertyToID("_ChromaParams");
public static readonly int _AlphaScaleBias = Shader.PropertyToID("_AlphaScaleBias");
public static readonly int _VignetteParams1 = Shader.PropertyToID("_VignetteParams1");
public static readonly int _VignetteParams2 = Shader.PropertyToID("_VignetteParams2");
public static readonly int _VignetteColor = Shader.PropertyToID("_VignetteColor");
public static readonly int _VignetteMask = Shader.PropertyToID("_VignetteMask");
public static readonly int _DistortionParams1 = Shader.PropertyToID("_DistortionParams1");
public static readonly int _DistortionParams2 = Shader.PropertyToID("_DistortionParams2");
public static readonly int _LogLut3D = Shader.PropertyToID("_LogLut3D");
public static readonly int _LogLut3D_Params = Shader.PropertyToID("_LogLut3D_Params");
public static readonly int _ColorBalance = Shader.PropertyToID("_ColorBalance");
public static readonly int _ColorFilter = Shader.PropertyToID("_ColorFilter");
public static readonly int _ChannelMixerRed = Shader.PropertyToID("_ChannelMixerRed");
public static readonly int _ChannelMixerGreen = Shader.PropertyToID("_ChannelMixerGreen");
public static readonly int _ChannelMixerBlue = Shader.PropertyToID("_ChannelMixerBlue");
public static readonly int _HueSatCon = Shader.PropertyToID("_HueSatCon");
public static readonly int _Lift = Shader.PropertyToID("_Lift");
public static readonly int _Gamma = Shader.PropertyToID("_Gamma");
public static readonly int _Gain = Shader.PropertyToID("_Gain");
public static readonly int _Shadows = Shader.PropertyToID("_Shadows");
public static readonly int _Midtones = Shader.PropertyToID("_Midtones");
public static readonly int _Highlights = Shader.PropertyToID("_Highlights");
public static readonly int _ShaHiLimits = Shader.PropertyToID("_ShaHiLimits");
public static readonly int _SplitShadows = Shader.PropertyToID("_SplitShadows");
public static readonly int _SplitHighlights = Shader.PropertyToID("_SplitHighlights");
public static readonly int _CurveMaster = Shader.PropertyToID("_CurveMaster");
public static readonly int _CurveRed = Shader.PropertyToID("_CurveRed");
public static readonly int _CurveGreen = Shader.PropertyToID("_CurveGreen");
public static readonly int _CurveBlue = Shader.PropertyToID("_CurveBlue");
public static readonly int _CurveHueVsHue = Shader.PropertyToID("_CurveHueVsHue");
public static readonly int _CurveHueVsSat = Shader.PropertyToID("_CurveHueVsSat");
public static readonly int _CurveSatVsSat = Shader.PropertyToID("_CurveSatVsSat");
public static readonly int _CurveLumVsSat = Shader.PropertyToID("_CurveLumVsSat");
public static readonly int _CustomToneCurve = Shader.PropertyToID("_CustomToneCurve");