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