using UnityEngine; using System.Collections; namespace HighlightingSystem { static public class ShaderPropertyID { #region PUBLIC FIELDS // Common static public int _MainTex { get; private set; } // HighlightingSystem static public int _Outline { get; private set; } static public int _Cutoff { get; private set; } static public int _Intensity { get; private set; } static public int _ZTest { get; private set; } static public int _StencilRef { get; private set; } static public int _Cull { get; private set; } static public int _HighlightingBlur1 { get; private set; } static public int _HighlightingBlur2 { get; private set; } // HighlightingSystem global shader properties. Should be unique! static public int _HighlightingBuffer { get; private set; } static public int _HighlightingBlurred { get; private set; } static public int _HighlightingBlurOffset { get; private set; } static public int _HighlightingZWrite { get; private set; } static public int _HighlightingOffsetFactor { get; private set; } static public int _HighlightingOffsetUnits { get; private set; } static public int _HighlightingBufferTexelSize { get; private set; } #endregion #region PRIVATE FIELDS static private bool initialized = false; #endregion // static public void Initialize() { if (initialized) { return; } _MainTex = Shader.PropertyToID("_MainTex"); _Outline = Shader.PropertyToID("_Outline"); _Cutoff = Shader.PropertyToID("_Cutoff"); _Intensity = Shader.PropertyToID("_Intensity"); _ZTest = Shader.PropertyToID("_ZTest"); _StencilRef = Shader.PropertyToID("_StencilRef"); _Cull = Shader.PropertyToID("_Cull"); _HighlightingBlur1 = Shader.PropertyToID("_HighlightingBlur1"); _HighlightingBlur2 = Shader.PropertyToID("_HighlightingBlur2"); _HighlightingBuffer = Shader.PropertyToID("_HighlightingBuffer"); _HighlightingBlurred = Shader.PropertyToID("_HighlightingBlurred"); _HighlightingBlurOffset = Shader.PropertyToID("_HighlightingBlurOffset"); _HighlightingZWrite = Shader.PropertyToID("_HighlightingZWrite"); _HighlightingOffsetFactor = Shader.PropertyToID("_HighlightingOffsetFactor"); _HighlightingOffsetUnits = Shader.PropertyToID("_HighlightingOffsetUnits"); _HighlightingBufferTexelSize = Shader.PropertyToID("_HighlightingBufferTexelSize"); initialized = true; } } }