/** * Copyright(c) Live2D Inc. All rights reserved. * * Use of this source code is governed by the Live2D Open Software license * that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html. */ namespace Live2D.Cubism.Rendering { /// /// Cubism shader variables. /// internal static class CubismShaderVariables { /// /// Main texture shader variable name. /// public const string MainTexture = "_MainTex"; /// /// Model opacity shader variable name. /// public const string ModelOpacity = "cubism_ModelOpacity"; /// /// Diffuse color shader variable name. /// public const string MultiplyColor = "cubism_MultiplyColor"; /// /// Tint color shader variable name. /// public const string ScreenColor = "cubism_ScreenColor"; /// /// Mask texture shader variable name. /// public const string MaskTexture = "cubism_MaskTexture"; /// /// Mask tile shader variable name. /// public const string MaskTile = "cubism_MaskTile"; /// /// Mask transform shader variable name. /// public const string MaskTransform = "cubism_MaskTransform"; /// /// Offset scale shader variable name. /// public const string OffsetScale = "_OffsetScale"; /// /// Quaternion of rotation shader variable name. /// public const string RotationQuaternion = "_RotationQuaternion"; /// /// Z offset shader variable name. /// public const string ZOffset = "_ZOffset"; /// /// Render texture shader variable name. /// public const string RenderTexture = "_RenderTexture"; /// /// Offscreen opacity shader variable name. /// public const string OffscreenOpacity = "_OffscreenOpacity"; /// /// Reversed Z shader variable name. /// public const string ReversedZ = "_ReversedZ"; } }