22 lines
1.1 KiB
C#

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");
}
}