ici_recycle_vr/Assets/LiquidVolumePro/Scripts/LiquidVolume.ShaderParams.cs
Diaconescu Andrei-Alexandru 19674bfe5d Am adaugat ICI Recycle
2025-05-26 12:54:36 +03:00

69 lines
4.8 KiB
C#

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");
}
}
}