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