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Shopping_UnityVR/Packages/com.baddog.rendering.arealight/Runtime/AreaLightingShaderIDs.cs
2026-04-16 04:58:10 +09:00

41 lines
2.0 KiB
C#

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