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