using UnityEngine; namespace Unity.Rendering.Toon { internal static class ToonConstants { internal const string PACKAGE_NAME = "com.unity.toonshader"; internal const string PACKAGE_VERSION_MAJOR_MINOR = "0.14"; internal const string SHADER_KEYWORD_IS_CLIPPING_MATTE = "_IS_CLIPPING_MATTE"; internal static readonly int SHADER_PROPERTY_CLIPPING_MATTE_MODE = Shader.PropertyToID("_ClippingMatteMode"); internal static readonly int SHADER_PROPERTY_BASE_COLOR_VISIBLE = Shader.PropertyToID("_BaseColorVisible"); internal static readonly int SHADER_PROPERTY_FIRST_SHADE_VISIBLE = Shader.PropertyToID("_FirstShadeVisible"); internal static readonly int SHADER_PROPERTY_SECOND_SHADE_VISIBLE = Shader.PropertyToID("_SecondShadeVisible"); internal static readonly int SHADER_PROPERTY_HIGHLIGHT_VISIBLE = Shader.PropertyToID("_HighlightVisible"); internal static readonly int SHADER_PROPERTY_ANGEL_RING_VISIBLE = Shader.PropertyToID("_AngelRingVisible"); internal static readonly int SHADER_PROPERTY_RIM_LIGHT_VISIBLE = Shader.PropertyToID("_RimLightVisible"); internal static readonly int SHADER_PROPERTY_OUTLINE_VISIBLE = Shader.PropertyToID("_OutlineVisible"); internal static readonly int SHADER_PROPERTY_COMPOSER_MASK_MODE = Shader.PropertyToID("_ComposerMaskMode"); internal static readonly int SHADER_PROPERTY_BASE_COLOR_MASK_COLOR = Shader.PropertyToID("_BaseColorMaskColor"); internal static readonly int SHADER_PROPERTY_FIRST_SHADE_MASK_COLOR = Shader.PropertyToID("_FirstShadeMaskColor"); internal static readonly int SHADER_PROPERTY_SECOND_SHADE_MASK_COLOR = Shader.PropertyToID("_SecondShadeMaskColor"); internal static readonly int SHADER_PROPERTY_HIGHLIGHT_MASK_COLOR = Shader.PropertyToID("_HighlightMaskColor"); internal static readonly int SHADER_PROPERTY_ANGEL_RING_MASK_COLOR = Shader.PropertyToID("_AngelRingMaskColor"); internal static readonly int SHADER_PROPERTY_RIM_LIGHT_MASK_COLOR = Shader.PropertyToID("_RimLightMaskColor"); internal static readonly int SHADER_PROPERTY_OUTLINE_MASK_COLOR = Shader.PropertyToID("_OutlineMaskColor"); //Common constants //Colors internal const string SHADER_PROP_BASE_COLOR = "_BaseColor"; internal const string SHADER_PROP_MAIN_TEX = "_MainTex"; internal const string SHADER_PROP_NORMAL_MAP = "_NormalMap"; internal const string SHADER_PROP_BUMP_SCALE = "_BumpScale"; internal const string SHADER_PROP_1_ST_SHADE_COLOR = "_1st_ShadeColor"; internal const string SHADER_PROP_1_ST_SHADE_MAP = "_1st_ShadeMap"; internal const string SHADER_PROP_USE_BASE_AS_1ST = "_Use_BaseAs1st"; internal const string SHADER_PROP_2ND_SHADE_COLOR = "_2nd_ShadeColor"; internal const string SHADER_PROP_2ND_SHADE_MAP = "_2nd_ShadeMap"; internal const string SHADER_PROP_USE_1ST_AS_2ND = "_Use_1stAs2nd"; //Shading internal const string SHADER_PROP_BASE_TO_1ST_SHADE_START = "_BaseTo1st_ShadeStart"; internal const string SHADER_PROP_BASE_TO_1ST_SHADE_FEATHER = "_BaseTo1st_ShadeFeather"; internal const string SHADER_PROP_1ST_TO_2ND_SHADE_START = "_1stTo2nd_ShadeStart"; internal const string SHADER_PROP_1ST_TO_2ND_SHADE_FEATHER = "_1stTo2nd_ShadeFeather"; //Lighting internal const string SHADER_PROP_2D_LIGHT_STRENGTH = "_2DLightStrength"; internal const string SHADER_PROP_DIRECTIONAL_LIGHT_USE = "_DirectionalLight_Use"; internal const string SHADER_PROP_DIRECTIONAL_LIGHT_DIFFUSE_STRENGTH = "_DirectionalLight_DiffuseStrength"; internal const string SHADER_PROP_DIRECTIONAL_LIGHT_HIGHLIGHT_MODE = "_DirectionalLight_HighlightMode"; internal const string SHADER_PROP_DIRECTIONAL_LIGHT_HIGHLIGHT_STRENGTH = "_DirectionalLight_HighlightStrength"; internal const string SHADER_PROP_DIRECTIONAL_LIGHT_HIGHLIGHT_SIZE = "_DirectionalLight_HighlightSize"; //Highlight internal const string SHADER_PROP_HIGHLIGHT_COLOR = "_HighlightColor"; internal const string SHADER_PROP_HIGHLIGHT_TEX = "_HighlightTex"; //Outline internal const string SHADER_PROP_OUTLINE_MODE = "_OutlineMode"; internal static readonly int SHADER_PROP_OUTLINE_MODE_ID = Shader.PropertyToID(SHADER_PROP_OUTLINE_MODE); internal const string SHADER_PROP_OUTLINE_WIDTH = "_OutlineWidth"; internal const string SHADER_PROP_OUTLINE_WIDTH_MAP = "_OutlineWidthMap"; internal const string SHADER_PROP_OUTLINE_TEX = "_OutlineTex"; internal const string SHADER_PROP_OUTLINE_COLOR = "_OutlineColor"; internal const string SHADER_PROP_OUTLINE_BASE_COLOR_BLEND = "_Outline_BaseColorBlend"; internal const string SHADER_PROP_OUTLINE_LIGHT_COLOR_BLEND = "_Outline_LightColorBlend"; internal const string SHADER_PROP_OUTLINE_OFFSET_Z = "_OutlineOffsetZ"; internal const string SHADER_PROP_OUTLINE_NEAR = "_OutlineNear"; internal const string SHADER_PROP_OUTLINE_FAR = "_OutlineFar"; internal const string SHADER_PROP_OUTLINE_USE_NORMAL_MAP = "_Outline_UseNormalMap"; internal const string SHADER_PROP_OUTLINE_NORMAL_MAP = "_Outline_NormalMap"; internal static readonly int SHADER_PROPERTY_MATERIAL_VERSION = Shader.PropertyToID("_ToonMaterialVersion"); internal const string SHADER_PROP_DIRECTIONAL_LIGHT_DIRECTION = "_DirectionalLight_Direction"; internal const string SHADER_PROP_DIRECTIONAL_LIGHT_COLOR = "_DirectionalLight_Color"; internal const string SHADER_PROP_DIRECTIONAL_LIGHT_INTENSITY = "_DirectionalLight_Intensity"; internal const string SHADER_PROP_DIRECTIONAL_LIGHT_VIEW_POSITION = "_DirectionalLight_ViewPosition"; //Doc: Use this LightMode tag value to draw an extra Pass when rendering objects. internal const string SHADER_LIGHT_MODE_NAME_FOR_OUTLINE = "SRPDefaultUnlit"; internal const string GBUFFER_PASS_NAME = "GBuffer"; internal const string SHADER_KEYWORD_RP_BUILTIN = "UTS_RP_BUILTIN"; // Toon 3D (legacy) shader property names (used for upgrade/mapping flows) internal const string SHADER_PROP_TOON3D_BASE_COLOR_STEP = "_BaseColor_Step"; internal const string SHADER_PROP_TOON3D_BASE_SHADE_FEATHER = "_BaseShade_Feather"; internal const string SHADER_PROP_TOON3D_1ST_SHADE_COLOR_STEP = "_1st_ShadeColor_Step"; internal const string SHADER_PROP_TOON3D_1ST_SHADE_COLOR_FEATHER = "_1st_ShadeColor_Feather"; internal const string SHADER_PROP_TOON3D_HIGH_COLOR = "_HighColor"; internal const string SHADER_PROP_TOON3D_HIGH_COLOR_TEX = "_HighColor_Tex"; internal const string SHADER_PROP_TOON3D_OUTLINE = "_OUTLINE"; internal const string SHADER_PROP_TOON3D_OUTLINE_WIDTH = "_Outline_Width"; internal const string SHADER_PROP_TOON3D_OUTLINE_SAMPLER = "_Outline_Sampler"; internal const string SHADER_PROP_TOON3D_OUTLINE_COLOR = "_Outline_Color"; internal const string SHADER_PROP_TOON3D_IS_BLEND_BASE_COLOR = "_Is_BlendBaseColor"; internal const string SHADER_PROP_TOON3D_IS_LIGHT_COLOR_OUTLINE = "_Is_LightColor_Outline"; internal const string SHADER_PROP_TOON3D_OFFSET_Z = "_Offset_Z"; internal const string SHADER_PROP_TOON3D_NEAREST_DISTANCE = "_Nearest_Distance"; internal const string SHADER_PROP_TOON3D_FARTHEST_DISTANCE = "_Farthest_Distance"; internal const string SHADER_PROP_TOON3D_IS_BAKED_NORMAL = "_Is_BakedNormal"; internal const string SHADER_PROP_TOON3D_BAKED_NORMAL = "_BakedNormal"; } } //end namespace