22 lines
1.1 KiB
C#
22 lines
1.1 KiB
C#
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using UnityEngine;
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namespace X.Rendering.Feature
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{
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internal static class HizShaderIds
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{
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internal static readonly int CameraDepthTextureId = Shader.PropertyToID("_CameraDepthTexture");
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internal static readonly int DepthInputId = Shader.PropertyToID("_InputDepth");
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internal static readonly int DepthPyramidTexId = Shader.PropertyToID("_DepthPyramidTexture");
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internal static readonly int InputScaleAndMaxIndexId = Shader.PropertyToID("_InputScaleAndMaxIndex");
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internal static readonly int ObjectAABBCenterId = Shader.PropertyToID("_ObjectAABBTexture0");
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internal static readonly int ObjectAABBSizeId = Shader.PropertyToID("_ObjectAABBTexture1");
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internal static readonly int GPUCullingVPId = Shader.PropertyToID("_GPUCullingVP");
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internal static readonly int MipmapLevelMinMaxIndexId = Shader.PropertyToID("_MipmapLevelMinMaxIndex");
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internal static readonly int Mip0SizeId = Shader.PropertyToID("_Mip0Size");
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internal static readonly int MipOffsetAndSizeArrayId = Shader.PropertyToID("_MipOffsetAndSize");
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}
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}
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