FiE-Game/Assets/Highlighting System/Scripts/Internal/ShaderPropertyID.cs
2023-07-27 16:48:00 +05:00

63 lines
No EOL
2.3 KiB
C#

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;
}
}
}