| | 1 | | using UnityEngine; |
| | 2 | |
|
| | 3 | | namespace DCL.Helpers |
| | 4 | | { |
| | 5 | | public static class ShaderUtils |
| | 6 | | { |
| | 7 | | //Toon shader properties |
| 1 | 8 | | public static readonly int LightDir = Shader.PropertyToID("_LightDir"); |
| 1 | 9 | | public static readonly int LightColor = Shader.PropertyToID("_LightColor"); |
| 1 | 10 | | public static readonly int TintColor = Shader.PropertyToID("_TintColor"); |
| | 11 | |
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| 1 | 12 | | public static readonly int GlossMatCap = Shader.PropertyToID("_GlossMatCap"); |
| 1 | 13 | | public static readonly int FresnelMatCap = Shader.PropertyToID("_FresnelMatCap"); |
| 1 | 14 | | public static readonly int MatCap = Shader.PropertyToID("_MatCap"); |
| 1 | 15 | | public static readonly int DitherFade = Shader.PropertyToID("_DitherFade"); |
| | 16 | |
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| | 17 | | //Lit properties |
| 1 | 18 | | public static readonly int SpecGlossMap = Shader.PropertyToID("_SpecGlossMap"); |
| 1 | 19 | | public static readonly int SmoothnessTextureChannel = Shader.PropertyToID("_SmoothnessTextureChannel"); |
| 1 | 20 | | public static readonly int SpecColor = Shader.PropertyToID("_SpecColor"); |
| 1 | 21 | | public static readonly int GlossMapScale = Shader.PropertyToID("_GlossMapScale"); |
| 1 | 22 | | public static readonly int Glossiness = Shader.PropertyToID("_Glossiness"); |
| | 23 | |
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| 1 | 24 | | public static readonly int BaseMap = Shader.PropertyToID("_BaseMap"); |
| 1 | 25 | | public static readonly int AlphaTexture = Shader.PropertyToID("_AlphaTexture"); |
| 1 | 26 | | public static readonly int BaseColor = Shader.PropertyToID("_BaseColor"); |
| 1 | 27 | | public static readonly int Metallic = Shader.PropertyToID("_Metallic"); |
| 1 | 28 | | public static readonly int Smoothness = Shader.PropertyToID("_Smoothness"); |
| | 29 | |
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| 1 | 30 | | public static readonly int Cutoff = Shader.PropertyToID("_Cutoff"); |
| 1 | 31 | | public static readonly int BumpMap = Shader.PropertyToID("_BumpMap"); |
| 1 | 32 | | public static readonly int BumpScale = Shader.PropertyToID("_BumpScale"); |
| | 33 | |
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| 1 | 34 | | public static readonly int OcclusionMap = Shader.PropertyToID("_OcclusionMap"); |
| 1 | 35 | | public static readonly int OcclusionStrength = Shader.PropertyToID("_OcclusionStrength"); |
| | 36 | |
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| 1 | 37 | | public static readonly int EmissionMap = Shader.PropertyToID("_EmissionMap"); |
| 1 | 38 | | public static readonly int EmissionColor = Shader.PropertyToID("_EmissionColor"); |
| | 39 | |
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| 1 | 40 | | public static readonly int SrcBlend = Shader.PropertyToID("_SrcBlend"); |
| 1 | 41 | | public static readonly int DstBlend = Shader.PropertyToID("_DstBlend"); |
| 1 | 42 | | public static readonly int ZWrite = Shader.PropertyToID("_ZWrite"); |
| 1 | 43 | | public static readonly int AlphaClip = Shader.PropertyToID("_AlphaClip"); |
| 1 | 44 | | public static readonly int Cull = Shader.PropertyToID("_Cull"); |
| | 45 | |
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| 1 | 46 | | public static readonly int SpecularHighlights = Shader.PropertyToID("_SpecularHighlights"); |
| 1 | 47 | | public static readonly int EnvironmentReflections = Shader.PropertyToID("_EnvironmentReflections"); |
| 1 | 48 | | public static readonly int Surface = Shader.PropertyToID("_Surface"); |
| | 49 | |
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| | 50 | | //Avatar specific properties |
| 1 | 51 | | public static readonly int EyesTexture = Shader.PropertyToID("_EyesTexture"); |
| 1 | 52 | | public static readonly int EyeTint = Shader.PropertyToID("_EyeTint"); |
| 1 | 53 | | public static readonly int IrisMask = Shader.PropertyToID("_IrisMask"); |
| 1 | 54 | | public static readonly int TintMask = Shader.PropertyToID("_TintMask"); |
| 1 | 55 | | public static readonly string SSAO_OFF_KEYWORD = "_SSAO_OFF"; |
| | 56 | | } |
| | 57 | | } |