25 lines
1.5 KiB
C#
25 lines
1.5 KiB
C#
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namespace UnityEngine.PathTracing.Core
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{
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internal static class ShaderProperties
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{
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public static readonly int LightGrid = Shader.PropertyToID("g_LightGrid");
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public static readonly int LightGridCellsData = Shader.PropertyToID("g_LightGridCellsData");
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public static readonly int GridDimX = Shader.PropertyToID("g_GridDimX");
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public static readonly int GridDimY = Shader.PropertyToID("g_GridDimY");
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public static readonly int GridDimZ = Shader.PropertyToID("g_GridDimZ");
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public static readonly int NumLights = Shader.PropertyToID("g_NumLights");
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public static readonly int GridMin = Shader.PropertyToID("g_GridMin");
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public static readonly int GridSize = Shader.PropertyToID("g_GridSize");
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public static readonly int CellSize = Shader.PropertyToID("g_CellSize");
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public static readonly int InvCellSize = Shader.PropertyToID("g_InvCellSize");
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public static readonly int TotalReservoirCount = Shader.PropertyToID("g_TotalLightsInGridCount");
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public static readonly int BuildPass = Shader.PropertyToID("g_BuildPass");
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public static readonly int NumCandidates = Shader.PropertyToID("g_NumCandidates");
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public static readonly int NumReservoirs = Shader.PropertyToID("g_NumReservoirs");
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public static readonly int MaxLightsPerCell = Shader.PropertyToID("g_MaxLightsPerCell");
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public static readonly int LightList = Shader.PropertyToID("g_LightList");
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public static readonly int NumEmissiveMeshes = Shader.PropertyToID("g_NumEmissiveMeshes");
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}
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}
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