namespace UnityEngine.Rendering.PostProcessing { // 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... Would be nice to clean this up at some // point. static class ShaderIDs { internal static readonly int MainTex = Shader.PropertyToID("_MainTex"); internal static readonly int Jitter = Shader.PropertyToID("_Jitter"); internal static readonly int Sharpness = Shader.PropertyToID("_Sharpness"); internal static readonly int FinalBlendParameters = Shader.PropertyToID("_FinalBlendParameters"); internal static readonly int HistoryTex = Shader.PropertyToID("_HistoryTex"); internal static readonly int SMAA_Flip = Shader.PropertyToID("_SMAA_Flip"); internal static readonly int SMAA_Flop = Shader.PropertyToID("_SMAA_Flop"); internal static readonly int AOParams = Shader.PropertyToID("_AOParams"); internal static readonly int AOColor = Shader.PropertyToID("_AOColor"); internal static readonly int OcclusionTexture1 = Shader.PropertyToID("_OcclusionTexture1"); internal static readonly int OcclusionTexture2 = Shader.PropertyToID("_OcclusionTexture2"); internal static readonly int SAOcclusionTexture = Shader.PropertyToID("_SAOcclusionTexture"); internal static readonly int MSVOcclusionTexture = Shader.PropertyToID("_MSVOcclusionTexture"); internal static readonly int DepthCopy = Shader.PropertyToID("DepthCopy"); internal static readonly int LinearDepth = Shader.PropertyToID("LinearDepth"); internal static readonly int LowDepth1 = Shader.PropertyToID("LowDepth1"); internal static readonly int LowDepth2 = Shader.PropertyToID("LowDepth2"); internal static readonly int LowDepth3 = Shader.PropertyToID("LowDepth3"); internal static readonly int LowDepth4 = Shader.PropertyToID("LowDepth4"); internal static readonly int TiledDepth1 = Shader.PropertyToID("TiledDepth1"); internal static readonly int TiledDepth2 = Shader.PropertyToID("TiledDepth2"); internal static readonly int TiledDepth3 = Shader.PropertyToID("TiledDepth3"); internal static readonly int TiledDepth4 = Shader.PropertyToID("TiledDepth4"); internal static readonly int Occlusion1 = Shader.PropertyToID("Occlusion1"); internal static readonly int Occlusion2 = Shader.PropertyToID("Occlusion2"); internal static readonly int Occlusion3 = Shader.PropertyToID("Occlusion3"); internal static readonly int Occlusion4 = Shader.PropertyToID("Occlusion4"); internal static readonly int Combined1 = Shader.PropertyToID("Combined1"); internal static readonly int Combined2 = Shader.PropertyToID("Combined2"); internal static readonly int Combined3 = Shader.PropertyToID("Combined3"); internal static readonly int SSRResolveTemp = Shader.PropertyToID("_SSRResolveTemp"); internal static readonly int Noise = Shader.PropertyToID("_Noise"); internal static readonly int Test = Shader.PropertyToID("_Test"); internal static readonly int Resolve = Shader.PropertyToID("_Resolve"); internal static readonly int History = Shader.PropertyToID("_History"); internal static readonly int ViewMatrix = Shader.PropertyToID("_ViewMatrix"); internal static readonly int InverseViewMatrix = Shader.PropertyToID("_InverseViewMatrix"); internal static readonly int ScreenSpaceProjectionMatrix = Shader.PropertyToID("_ScreenSpaceProjectionMatrix"); internal static readonly int Params2 = Shader.PropertyToID("_Params2"); internal static readonly int FogColor = Shader.PropertyToID("_FogColor"); internal static readonly int FogParams = Shader.PropertyToID("_FogParams"); internal static readonly int VelocityScale = Shader.PropertyToID("_VelocityScale"); internal static readonly int MaxBlurRadius = Shader.PropertyToID("_MaxBlurRadius"); internal static readonly int RcpMaxBlurRadius = Shader.PropertyToID("_RcpMaxBlurRadius"); internal static readonly int VelocityTex = Shader.PropertyToID("_VelocityTex"); internal static readonly int Tile2RT = Shader.PropertyToID("_Tile2RT"); internal static readonly int Tile4RT = Shader.PropertyToID("_Tile4RT"); internal static readonly int Tile8RT = Shader.PropertyToID("_Tile8RT"); internal static readonly int TileMaxOffs = Shader.PropertyToID("_TileMaxOffs"); internal static readonly int TileMaxLoop = Shader.PropertyToID("_TileMaxLoop"); internal static readonly int TileVRT = Shader.PropertyToID("_TileVRT"); internal static readonly int NeighborMaxTex = Shader.PropertyToID("_NeighborMaxTex"); internal static readonly int LoopCount = Shader.PropertyToID("_LoopCount"); internal static readonly int DepthOfFieldTemp = Shader.PropertyToID("_DepthOfFieldTemp"); internal static readonly int DepthOfFieldTex = Shader.PropertyToID("_DepthOfFieldTex"); internal static readonly int Distance = Shader.PropertyToID("_Distance"); internal static readonly int LensCoeff = Shader.PropertyToID("_LensCoeff"); internal static readonly int MaxCoC = Shader.PropertyToID("_MaxCoC"); internal static readonly int RcpMaxCoC = Shader.PropertyToID("_RcpMaxCoC"); internal static readonly int RcpAspect = Shader.PropertyToID("_RcpAspect"); internal static readonly int CoCTex = Shader.PropertyToID("_CoCTex"); internal static readonly int TaaParams = Shader.PropertyToID("_TaaParams"); internal static readonly int AutoExposureTex = Shader.PropertyToID("_AutoExposureTex"); internal static readonly int HistogramBuffer = Shader.PropertyToID("_HistogramBuffer"); internal static readonly int Params = Shader.PropertyToID("_Params"); internal static readonly int ScaleOffsetRes = Shader.PropertyToID("_ScaleOffsetRes"); internal static readonly int BloomTex = Shader.PropertyToID("_BloomTex"); internal static readonly int SampleScale = Shader.PropertyToID("_SampleScale"); internal static readonly int Threshold = Shader.PropertyToID("_Threshold"); internal static readonly int ColorIntensity = Shader.PropertyToID("_ColorIntensity"); internal static readonly int Bloom_DirtTex = Shader.PropertyToID("_Bloom_DirtTex"); internal static readonly int Bloom_Settings = Shader.PropertyToID("_Bloom_Settings"); internal static readonly int Bloom_Color = Shader.PropertyToID("_Bloom_Color"); internal static readonly int Bloom_DirtTileOffset = Shader.PropertyToID("_Bloom_DirtTileOffset"); internal static readonly int ChromaticAberration_Amount = Shader.PropertyToID("_ChromaticAberration_Amount"); internal static readonly int ChromaticAberration_SpectralLut = Shader.PropertyToID("_ChromaticAberration_SpectralLut"); internal static readonly int Distortion_CenterScale = Shader.PropertyToID("_Distortion_CenterScale"); internal static readonly int Distortion_Amount = Shader.PropertyToID("_Distortion_Amount"); internal static readonly int Lut2D = Shader.PropertyToID("_Lut2D"); internal static readonly int Lut3D = Shader.PropertyToID("_Lut3D"); internal static readonly int Lut3D_Params = Shader.PropertyToID("_Lut3D_Params"); internal static readonly int Lut2D_Params = Shader.PropertyToID("_Lut2D_Params"); internal static readonly int UserLut2D_Params = Shader.PropertyToID("_UserLut2D_Params"); internal static readonly int PostExposure = Shader.PropertyToID("_PostExposure"); internal static readonly int ColorBalance = Shader.PropertyToID("_ColorBalance"); internal static readonly int ColorFilter = Shader.PropertyToID("_ColorFilter"); internal static readonly int HueSatCon = Shader.PropertyToID("_HueSatCon"); internal static readonly int Brightness = Shader.PropertyToID("_Brightness"); internal static readonly int ChannelMixerRed = Shader.PropertyToID("_ChannelMixerRed"); internal static readonly int ChannelMixerGreen = Shader.PropertyToID("_ChannelMixerGreen"); internal static readonly int ChannelMixerBlue = Shader.PropertyToID("_ChannelMixerBlue"); internal static readonly int Lift = Shader.PropertyToID("_Lift"); internal static readonly int InvGamma = Shader.PropertyToID("_InvGamma"); internal static readonly int Gain = Shader.PropertyToID("_Gain"); internal static readonly int Curves = Shader.PropertyToID("_Curves"); internal static readonly int CustomToneCurve = Shader.PropertyToID("_CustomToneCurve"); internal static readonly int ToeSegmentA = Shader.PropertyToID("_ToeSegmentA"); internal static readonly int ToeSegmentB = Shader.PropertyToID("_ToeSegmentB"); internal static readonly int MidSegmentA = Shader.PropertyToID("_MidSegmentA"); internal static readonly int MidSegmentB = Shader.PropertyToID("_MidSegmentB"); internal static readonly int ShoSegmentA = Shader.PropertyToID("_ShoSegmentA"); internal static readonly int ShoSegmentB = Shader.PropertyToID("_ShoSegmentB"); internal static readonly int Vignette_Color = Shader.PropertyToID("_Vignette_Color"); internal static readonly int Vignette_Center = Shader.PropertyToID("_Vignette_Center"); internal static readonly int Vignette_Settings = Shader.PropertyToID("_Vignette_Settings"); internal static readonly int Vignette_Mask = Shader.PropertyToID("_Vignette_Mask"); internal static readonly int Vignette_Opacity = Shader.PropertyToID("_Vignette_Opacity"); internal static readonly int Vignette_Mode = Shader.PropertyToID("_Vignette_Mode"); internal static readonly int Grain_Params1 = Shader.PropertyToID("_Grain_Params1"); internal static readonly int Grain_Params2 = Shader.PropertyToID("_Grain_Params2"); internal static readonly int GrainTex = Shader.PropertyToID("_GrainTex"); internal static readonly int Phase = Shader.PropertyToID("_Phase"); internal static readonly int GrainNoiseParameters = Shader.PropertyToID("_NoiseParameters"); internal static readonly int LumaInAlpha = Shader.PropertyToID("_LumaInAlpha"); internal static readonly int DitheringTex = Shader.PropertyToID("_DitheringTex"); internal static readonly int Dithering_Coords = Shader.PropertyToID("_Dithering_Coords"); internal static readonly int From = Shader.PropertyToID("_From"); internal static readonly int To = Shader.PropertyToID("_To"); internal static readonly int Interp = Shader.PropertyToID("_Interp"); internal static readonly int TargetColor = Shader.PropertyToID("_TargetColor"); internal static readonly int HalfResFinalCopy = Shader.PropertyToID("_HalfResFinalCopy"); internal static readonly int WaveformSource = Shader.PropertyToID("_WaveformSource"); internal static readonly int WaveformBuffer = Shader.PropertyToID("_WaveformBuffer"); internal static readonly int VectorscopeBuffer = Shader.PropertyToID("_VectorscopeBuffer"); internal static readonly int RenderViewportScaleFactor = Shader.PropertyToID("_RenderViewportScaleFactor"); internal static readonly int UVTransform = Shader.PropertyToID("_UVTransform"); internal static readonly int DepthSlice = Shader.PropertyToID("_DepthSlice"); internal static readonly int UVScaleOffset = Shader.PropertyToID("_UVScaleOffset"); internal static readonly int PosScaleOffset = Shader.PropertyToID("_PosScaleOffset"); } }