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