using LeTai.Paraform.Scaffold; using UnityEngine; namespace LeTai.Asset.TranslucentImage { public static class ShaderID { public static readonly int BLUR_TEX = Shader.PropertyToID("_BlurTex"); public static readonly int MAIN_TEX = Shader.PropertyToID("_MainTex"); public static readonly int OFFSET = Shader.PropertyToID("_Offset"); public static readonly int TARGET_SIZE = Shader.PropertyToID("_TargetSize"); public static readonly int BACKGROUND_COLOR = Shader.PropertyToID("_BackgroundColor"); public static readonly int CROP_REGION = Shader.PropertyToID("_CropRegion"); public static readonly int IS_LAST = Shader.PropertyToID("_IsLast"); // public static readonly int ENV_TEX = Shader.PropertyToID("_EnvTex"); public const string KW_BACKGROUND_MODE_COLORFUL = "_BACKGROUND_MODE_COLORFUL"; public const string KW_BACKGROUND_MODE_NORMAL = "_BACKGROUND_MODE_NORMAL"; public const string KW_BACKGROUND_MODE_OPAQUE = "_BACKGROUND_MODE_OPAQUE"; public static readonly int G_CANVAS_SCALE_FACTOR = ParaformMaterial.ShaderID.G_CANVAS_SCALE_FACTOR; public const string REFRACTION_MODE_OFF = ParaformMaterial.ShaderID.REFRACTION_MODE_OFF; public const string REFRACTION_MODE_ON = ParaformMaterial.ShaderID.REFRACTION_MODE_ON; public const string REFRACTION_MODE_CHROMATIC = ParaformMaterial.ShaderID.REFRACTION_MODE_CHROMATIC; public static readonly int REFRACTIVE_INDEX_DUMMY = ParaformMaterial.ShaderID.REFRACTIVE_INDEX_DUMMY; public static readonly int CHROMATIC_DISPERSION_DUMMY = ParaformMaterial.ShaderID.CHROMATIC_DISPERSION_DUMMY; public static readonly int REFRACTIVE_INDEX_RATIOS = ParaformMaterial.ShaderID.REFRACTIVE_INDEX_RATIOS; public const string USE_EDGE_GLINT = ParaformMaterial.ShaderID.USE_EDGE_GLINT; public static readonly int EDGE_GLINT_DIRECTIONS = ParaformMaterial.ShaderID.EDGE_GLINT_DIRECTIONS; public static readonly int EDGE_GLINT1_STRENGTH = ParaformMaterial.ShaderID.EDGE_GLINT1_STRENGTH; public static readonly int EDGE_GLINT2_STRENGTH = ParaformMaterial.ShaderID.EDGE_GLINT2_STRENGTH; public static readonly int EDGE_GLINT_WRAP_RAW = ParaformMaterial.ShaderID.EDGE_GLINT_WRAP_RAW; public static readonly int EDGE_GLINT_SHARPNESS_RAW = ParaformMaterial.ShaderID.EDGE_GLINT_SHARPNESS_RAW; } }