using UnityEngine; namespace ShadowShard.AmbientOcclusionMaster.Runtime.Data { internal static class PropertiesIDs { internal static readonly int AoColor = Shader.PropertyToID("_AoColor"); internal static readonly int SsaoParameters = Shader.PropertyToID("_SsaoParameters"); internal static readonly int HdaoParameters = Shader.PropertyToID("_HdaoParameters"); internal static readonly int HdaoParameters2 = Shader.PropertyToID("_HdaoParameters2"); internal static readonly int HbaoParameters = Shader.PropertyToID("_HbaoParameters"); internal static readonly int HbaoParameters2 = Shader.PropertyToID("_HbaoParameters2"); internal static readonly int GtaoParameters = Shader.PropertyToID("_GtaoParameters"); internal static readonly int GtaoParameters2 = Shader.PropertyToID("_GtaoParameters2"); internal static readonly int CameraNormalsTexture = Shader.PropertyToID("_CameraNormalsTexture"); internal static readonly int MotionVectorTexture = Shader.PropertyToID("_MotionVectorTexture"); internal static readonly int AomHistoryTexture = Shader.PropertyToID("_AOM_HistoryTexture"); internal static readonly int AoFinalTexture = Shader.PropertyToID(AmbientOcclusionConstants.AoTextureName); internal static readonly int AomBlueNoiseParameters = Shader.PropertyToID("_AomBlueNoiseParameters"); internal static readonly int BlueNoiseTexture = Shader.PropertyToID("_BlueNoiseTexture"); internal static readonly int AomTemporalScale = Shader.PropertyToID("_AOM_TemporalScale"); internal static readonly int AomTemporalResponse = Shader.PropertyToID("_AOM_TemporalResponse"); internal static readonly int AomTemporalRotation = Shader.PropertyToID("_AOM_TemporalRotation"); internal static readonly int AomTemporalOffset = Shader.PropertyToID("_AOM_TemporalOffset"); internal static readonly int SourceSize = Shader.PropertyToID("_SourceSize"); internal static readonly int Downsample = Shader.PropertyToID("_Downsample"); internal static readonly int CameraViewXExtent = Shader.PropertyToID("_CameraViewXExtent"); internal static readonly int CameraViewYExtent = Shader.PropertyToID("_CameraViewYExtent"); internal static readonly int CameraViewZExtent = Shader.PropertyToID("_CameraViewZExtent"); internal static readonly int ProjectionParams2 = Shader.PropertyToID("_ProjectionParams2"); internal static readonly int CameraViewProjections = Shader.PropertyToID("_CameraViewProjections"); internal static readonly int CameraViewTopLeftCorner = Shader.PropertyToID("_CameraViewTopLeftCorner"); } }