using UnityEngine; namespace WPM { static class ShaderParams { public static int GlobalGlobePos = Shader.PropertyToID("_WPM_GlobePos"); public static int GlobalObject2WorldMatrix = Shader.PropertyToID("_CustomObjectToWorld"); public static int Alpha = Shader.PropertyToID("_Alpha"); public static int Alpha1 = Shader.PropertyToID("_Alpha1"); public static int Alpha2 = Shader.PropertyToID("_Alpha2"); public static int Alpha3 = Shader.PropertyToID("_Alpha3"); public static int OutlineThickness = Shader.PropertyToID("_Thickness"); public static int InvertedGlobe = Shader.PropertyToID("_Inverted"); public static int Brightness = Shader.PropertyToID("_Brightness"); public static int Contrast = Shader.PropertyToID("_Contrast"); public static int AmbientLight = Shader.PropertyToID("_AmbientLight"); public static int CityLightBrightness = Shader.PropertyToID("_CityLightsBrightness"); public static int GlowIntensity = Shader.PropertyToID("_GlowIntensity"); public static int GlowColor = Shader.PropertyToID("_GlowColor"); public static int GlowFallOff = Shader.PropertyToID("_GlowFallOff"); public static int GlowGrow = Shader.PropertyToID("_GlowGrow"); public static int CloudSpeed = Shader.PropertyToID("_CloudSpeed"); public static int CloudAlpha = Shader.PropertyToID("_CloudAlpha"); public static int CloudShadowStrength = Shader.PropertyToID("_CloudShadowStrength"); public static int CloudElevation = Shader.PropertyToID("_CloudElevation"); public static int BumpAmount = Shader.PropertyToID("_BumpAmount"); public static int SpecularPower = Shader.PropertyToID("_SpecularPower"); public static int SpecularIntensity = Shader.PropertyToID("_SpecularIntensity"); public static int ScatterOuterRadius = Shader.PropertyToID("fOuterRadius"); public static int ScatterOuterRadiusSqr = Shader.PropertyToID("fOuterRadius2"); public static int ScatterInnerRadius = Shader.PropertyToID("fInnerRadius"); public static int ScatterInnerRadiusSqr = Shader.PropertyToID("fInnerRadius2"); public static int ScatterKRSun = Shader.PropertyToID("fKrESun"); public static int ScatterKMSun = Shader.PropertyToID("fKmESun"); public static int ScatterKR4PI = Shader.PropertyToID("fKr4PI"); public static int ScatterKM4PI = Shader.PropertyToID("fKm4PI"); public static int ScatterScale = Shader.PropertyToID("fScale"); public static int ScatterScaleDepth = Shader.PropertyToID("fScaleDepth"); public static int ScatterScaleOverScaleDepth = Shader.PropertyToID("fScaleOverScaleDepth"); public static int ScatterG = Shader.PropertyToID("g"); public static int ScatterInvWaveLength = Shader.PropertyToID("v3InvWavelength"); public static int SunLightDirection = Shader.PropertyToID("_SunLightDirection"); public static int AtmosColor = Shader.PropertyToID("_AtmosphereColor"); public static int AtmosAlpha = Shader.PropertyToID("_AtmosphereAlpha"); public static int AtmosFallOff = Shader.PropertyToID("_AtmosphereFallOff"); public static int ScenicAtmosIntensity = Shader.PropertyToID("_ScenicIntensity"); public static int Color = Shader.PropertyToID("_Color"); public static int Color2 = Shader.PropertyToID("_Color2"); public static int FoWElevation = Shader.PropertyToID("_Elevation"); public static int FoWNoise = Shader.PropertyToID("_Noise"); public static int FoWPaintData = Shader.PropertyToID("_PaintData"); public static int FoWPaintStrength = Shader.PropertyToID("_PaintStrength"); public static int FoWMaskTex = Shader.PropertyToID("_MaskTex"); public static int ColorShift = Shader.PropertyToID("_ColorShift"); public static int SpaceToGround = Shader.PropertyToID("_SpaceToGround"); public static int ParentCoords = Shader.PropertyToID("_ParentCoords"); public static int ParentCoords1 = Shader.PropertyToID("_ParentCoords1"); public static int ParentCoords2 = Shader.PropertyToID("_ParentCoords2"); public static int ParentCoords3 = Shader.PropertyToID("_ParentCoords3"); public static int CameraRot = Shader.PropertyToID("_CameraRot"); } }