2026-04-16 오브젝트 그림자
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace BadDog.Rendering.AreaLight
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{
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/// <summary>
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/// Shader property IDs for Area Lighting and Shadows
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/// </summary>
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public static class AreaLightingShaderIDs
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{
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// Light Data
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public static readonly int _AreaLightDataBuffer = Shader.PropertyToID("_AreaLightDataBuffer");
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public static readonly int _AreaLightDataBufferCount = Shader.PropertyToID("_AreaLightDataBufferCount");
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// Shadow Data
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public static readonly int _AreaLightsShadowmapTexture = Shader.PropertyToID("_AreaLightsShadowmapTexture");
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public static readonly int _AreaLightsWorldToShadow = Shader.PropertyToID("_AreaLightsWorldToShadow");
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public static readonly int _AreaLightShadowParams = Shader.PropertyToID("_AreaLightShadowParams");
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public static readonly int _AreaLightShadowmapSize = Shader.PropertyToID("_AreaLightShadowmapSize");
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public static readonly int _PCSSAdditionalLightParams = Shader.PropertyToID("_PCSSAdditionalLightParams");
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// Shadow Rendering
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public static readonly int _ShadowBias = Shader.PropertyToID("_ShadowBias");
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public static readonly int _LightPosition = Shader.PropertyToID("_LightPosition");
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// Shader keywords
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public const string ENABLE_BG_AREA_LIGHTING_KEYWORD = "_ENABLE_BG_AREA_LIGHTING";
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}
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/// <summary>
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/// BG Area Light shader global keywords (similar to URP's ShaderGlobalKeywords)
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/// </summary>
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internal static class ShaderGlobalKeywords
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{
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public static readonly GlobalKeyword BGAreaLightShadowsPCF2x2 = GlobalKeyword.Create("_BG_AREALIGHT_SHADOWS_PCF2X2");
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public static readonly GlobalKeyword BGAreaLightShadowsTent5x5 = GlobalKeyword.Create("_BG_AREALIGHT_SHADOWS_TENT5X5");
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public static readonly GlobalKeyword BGAreaLightShadowsTent7x7 = GlobalKeyword.Create("_BG_AREALIGHT_SHADOWS_TENT7X7");
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public static readonly GlobalKeyword BGAreaLightShadowsPCSS = GlobalKeyword.Create("_BG_AREALIGHT_SHADOWS_PCSS");
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}
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}
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