57 lines
2.1 KiB
C#
57 lines
2.1 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace LIV.SDK.Unity
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{
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static class SDKShaders
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{
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public static readonly int LIV_COLOR_MASK = Shader.PropertyToID("_LivColorMask");
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public static readonly int LIV_TESSELLATION_PROPERTY = Shader.PropertyToID("_LivTessellation");
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public static readonly int LIV_CLIP_PLANE_HEIGHT_MAP_PROPERTY = Shader.PropertyToID("_LivClipPlaneHeightMap");
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public const string LIV_MR_FOREGROUND_KEYWORD = "LIV_MR_FOREGROUND";
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public const string LIV_MR_BACKGROUND_KEYWORD = "LIV_MR_BACKGROUND";
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public const string LIV_MR_KEYWORD = "LIV_MR";
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public const string LIV_CLIP_PLANE_SIMPLE_SHADER = "Hidden/LIV_ClipPlaneSimple";
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public const string LIV_CLIP_PLANE_SIMPLE_DEBUG_SHADER = "Hidden/LIV_ClipPlaneSimpleDebug";
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public const string LIV_CLIP_PLANE_COMPLEX_SHADER = "Hidden/LIV_ClipPlaneComplex";
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public const string LIV_CLIP_PLANE_COMPLEX_DEBUG_SHADER = "Hidden/LIV_ClipPlaneComplexDebug";
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public const string LIV_WRITE_OPAQUE_TO_ALPHA_SHADER = "Hidden/LIV_WriteOpaqueToAlpha";
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public const string LIV_COMBINE_ALPHA_SHADER = "Hidden/LIV_CombineAlpha";
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public const string LIV_WRITE_SHADER = "Hidden/LIV_Write";
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public const string LIV_FORCE_FORWARD_RENDERING_SHADER = "Hidden/LIV_ForceForwardRendering";
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public static void StartRendering()
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{
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Shader.EnableKeyword(LIV_MR_KEYWORD);
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}
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public static void StopRendering()
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{
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Shader.DisableKeyword(LIV_MR_KEYWORD);
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}
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public static void StartForegroundRendering()
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{
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Shader.EnableKeyword(LIV_MR_FOREGROUND_KEYWORD);
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}
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public static void StopForegroundRendering()
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{
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Shader.DisableKeyword(LIV_MR_FOREGROUND_KEYWORD);
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}
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public static void StartBackgroundRendering()
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{
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Shader.EnableKeyword(LIV_MR_BACKGROUND_KEYWORD);
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}
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public static void StopBackgroundRendering()
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{
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Shader.DisableKeyword(LIV_MR_BACKGROUND_KEYWORD);
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}
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}
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}
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