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mirror of synced 2024-11-24 14:50:10 +01:00
WACVR/Assets/LIV/Scripts/SDKShaders.cs
ItsCharaHere 5a570b2e52 Added ring texture & LIV support
Ring lights TBA
2022-05-18 15:57:37 -07:00

57 lines
2.1 KiB
C#

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);
}
}
}