using UnityEngine; namespace Unity.Rendering.Toon { internal static class ToonConstants { internal const string SHADER_KEYWORD_IS_CLIPPING_MATTE = "_IS_CLIPPING_MATTE"; internal static readonly int SHADER_PROPERTY_CLIPPING_MATTE_MODE = Shader.PropertyToID("_ClippingMatteMode"); internal static readonly int SHADER_PROPERTY_BASE_COLOR_VISIBLE = Shader.PropertyToID("_BaseColorVisible"); internal static readonly int SHADER_PROPERTY_FIRST_SHADE_VISIBLE = Shader.PropertyToID("_FirstShadeVisible"); internal static readonly int SHADER_PROPERTY_SECOND_SHADE_VISIBLE = Shader.PropertyToID("_SecondShadeVisible"); internal static readonly int SHADER_PROPERTY_HIGHLIGHT_VISIBLE = Shader.PropertyToID("_HighlightVisible"); internal static readonly int SHADER_PROPERTY_ANGEL_RING_VISIBLE = Shader.PropertyToID("_AngelRingVisible"); internal static readonly int SHADER_PROPERTY_RIM_LIGHT_VISIBLE = Shader.PropertyToID("_RimLightVisible"); internal static readonly int SHADER_PROPERTY_OUTLINE_VISIBLE = Shader.PropertyToID("_OutlineVisible"); internal static readonly int SHADER_PROPERTY_COMPOSER_MASK_MODE = Shader.PropertyToID("_ComposerMaskMode"); internal static readonly int SHADER_PROPERTY_BASE_COLOR_MASK_COLOR = Shader.PropertyToID("_BaseColorMaskColor"); internal static readonly int SHADER_PROPERTY_FIRST_SHADE_MASK_COLOR = Shader.PropertyToID("_FirstShadeMaskColor"); internal static readonly int SHADER_PROPERTY_SECOND_SHADE_MASK_COLOR = Shader.PropertyToID("_SecondShadeMaskColor"); internal static readonly int SHADER_PROPERTY_HIGHLIGHT_MASK_COLOR = Shader.PropertyToID("_HighlightMaskColor"); internal static readonly int SHADER_PROPERTY_ANGEL_RING_MASK_COLOR = Shader.PropertyToID("_AngelRingMaskColor"); internal static readonly int SHADER_PROPERTY_RIM_LIGHT_MASK_COLOR = Shader.PropertyToID("_RimLightMaskColor"); internal static readonly int SHADER_PROPERTY_OUTLINE_MASK_COLOR = Shader.PropertyToID("_OutlineMaskColor"); internal const string GBUFFER_PASS_NAME = "GBuffer"; } } //end namespace