2026-06-09 룸 프로토타입 디자인 (진행중)
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Assets/Stylized Water 3/Runtime/ShaderParams.cs
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55
Assets/Stylized Water 3/Runtime/ShaderParams.cs
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// Stylized Water 3 by Staggart Creations (http://staggart.xyz)
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// COPYRIGHT PROTECTED UNDER THE UNITY ASSET STORE EULA (https://unity.com/legal/as-terms)
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// • Copying or referencing source code for the production of new asset store, or public, content is strictly prohibited!
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// • Uploading this file to a public repository will subject it to an automated DMCA takedown request.
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using UnityEngine;
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namespace StylizedWater3
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{
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public static class ShaderParams
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{
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public static class Properties
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{
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public static readonly int _Direction = Shader.PropertyToID("_Direction");
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public static readonly int _Speed = Shader.PropertyToID("_Speed");
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public static readonly int _WaveSpeed = Shader.PropertyToID("_WaveSpeed");
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public static readonly int _WaveFrequency = Shader.PropertyToID("_WaveFrequency");
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public static readonly int _WaveMaxLayers = Shader.PropertyToID("_WaveMaxLayers");
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public static readonly int _WaveHeight = Shader.PropertyToID("_WaveHeight");
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public static readonly int _WaveProfile = Shader.PropertyToID("_WaveProfile");
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}
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public static class Keywords
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{
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public const string Waves = "_WAVES";
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public const string Translucency = "_TRANSLUCENCY";
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public const string Caustics = "_CAUSTICS";
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public const string Refraction = "_REFRACTION";
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public const string River = "_RIVER";
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public const string UnderwaterRendering = "UNDERWATER_ENABLED";
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public const string DynamicEffects = "DYNAMIC_EFFECTS_ENABLED";
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public const string WaterHeightPass = "WATER_HEIGHT_PASS";
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}
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public static class LightModes
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{
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public const string WaterHeight = "WaterHeight";
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}
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public static class ShaderNames
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{
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public const string TESSELLATION_NAME_SUFFIX = " (Tessellation)";
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public const string HeightProcessor = "Hidden/StylizedWater3/HeightProcessor";
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public const string TerrainHeight = "Hidden/StylizedWater3/TerrainHeight";
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}
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public static class Passes
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{
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//Keep in sync with shader!
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public const string HeightPrePass = "Height";
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}
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}
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}
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