using UnityEngine; namespace LiquidVolumeFX { public partial class LiquidVolume { static class ShaderParams { public static int BubblesData = Shader.PropertyToID("_BubblesData"); public static int PointLightInsideAtten = Shader.PropertyToID("_PointLightInsideAtten"); public static int PointLightColorArray = Shader.PropertyToID("_PointLightColor"); public static int PointLightPositionArray = Shader.PropertyToID("_PointLightPosition"); public static int GlossinessInt = Shader.PropertyToID("_GlossinessInt"); public static int DoubleSidedBias = Shader.PropertyToID("_DoubleSidedBias"); public static int BackDepthBias = Shader.PropertyToID("_BackDepthBias"); public static int Muddy = Shader.PropertyToID("_Muddy"); public static int Alpha = Shader.PropertyToID("_Alpha"); public static int AlphaCombined = Shader.PropertyToID("_AlphaCombined"); public static int SparklingIntensity = Shader.PropertyToID("_SparklingIntensity"); public static int SparklingThreshold = Shader.PropertyToID("_SparklingThreshold"); public static int DepthAtten = Shader.PropertyToID("_DeepAtten"); public static int SmokeColor = Shader.PropertyToID("_SmokeColor"); public static int SmokeAtten = Shader.PropertyToID("_SmokeAtten"); public static int SmokeSpeed = Shader.PropertyToID("_SmokeSpeed"); public static int SmokeHeightAtten = Shader.PropertyToID("_SmokeHeightAtten"); public static int SmokeRaySteps = Shader.PropertyToID("_SmokeRaySteps"); public static int LiquidRaySteps = Shader.PropertyToID("_LiquidRaySteps"); public static int FlaskBlurIntensity = Shader.PropertyToID("_FlaskBlurIntensity"); public static int FoamColor = Shader.PropertyToID("_FoamColor"); public static int FoamRaySteps = Shader.PropertyToID("_FoamRaySteps"); public static int FoamDensity = Shader.PropertyToID("_FoamDensity"); public static int FoamWeight = Shader.PropertyToID("_FoamWeight"); public static int FoamBottom = Shader.PropertyToID("_FoamBottom"); public static int FoamTurbulence = Shader.PropertyToID("_FoamTurbulence"); public static int RefractTex = Shader.PropertyToID("_RefractTex"); public static int FlaskThickness = Shader.PropertyToID("_FlaskThickness"); public static int Size = Shader.PropertyToID("_Size"); public static int Scale = Shader.PropertyToID("_Scale"); public static int Center = Shader.PropertyToID("_Center"); public static int SizeWorld = Shader.PropertyToID("_SizeWorld"); public static int DepthAwareOffset = Shader.PropertyToID("_DepthAwareOffset"); public static int Turbulence = Shader.PropertyToID("_Turbulence"); public static int LayersColorArray = Shader.PropertyToID("_LayersColors"); public static int LayersColor2Array = Shader.PropertyToID("_LayersColors2"); public static int LayersProperties = Shader.PropertyToID("_LayersProperties"); public static int LayersPropertiesTex = Shader.PropertyToID("_LayersPropertiesTex"); public static int LayersColorsTex = Shader.PropertyToID("_LayersColorsTex"); public static int LayersColors2Tex = Shader.PropertyToID("_LayersColors2Tex"); public static int TurbulenceSpeed = Shader.PropertyToID("_TurbulenceSpeed"); public static int MurkinessSpeed = Shader.PropertyToID("_MurkinessSpeed"); public static int DitherStrength = Shader.PropertyToID("_DitherStrength"); public static int Color1 = Shader.PropertyToID("_Color1"); public static int Color2 = Shader.PropertyToID("_Color2"); public static int EmissionColor = Shader.PropertyToID("_EmissionColor"); public static int LightColor = Shader.PropertyToID("_LightColor"); public static int LevelPos = Shader.PropertyToID("_LevelPos"); public static int UpperLimit = Shader.PropertyToID("_UpperLimit"); public static int LowerLimit = Shader.PropertyToID("_LowerLimit"); public static int FoamMaxPos = Shader.PropertyToID("_FoamMaxPos"); public static int CullMode = Shader.PropertyToID("_CullMode"); public static int ZTestMode = Shader.PropertyToID("_ZTestMode"); public static int NoiseTex = Shader.PropertyToID("_NoiseTex"); public static int NoiseTexUnwrapped = Shader.PropertyToID("_NoiseTexUnwrapped"); public static int GlobalRefractionTexture = Shader.PropertyToID("_VLGrabBlurTexture"); public static int RotationMatrix = Shader.PropertyToID("_Rot"); } } }