namespace UnityEngine.PathTracing.Core { internal static class ShaderProperties { public static readonly int LightGrid = Shader.PropertyToID("g_LightGrid"); public static readonly int LightGridCellsData = Shader.PropertyToID("g_LightGridCellsData"); public static readonly int GridDimX = Shader.PropertyToID("g_GridDimX"); public static readonly int GridDimY = Shader.PropertyToID("g_GridDimY"); public static readonly int GridDimZ = Shader.PropertyToID("g_GridDimZ"); public static readonly int NumLights = Shader.PropertyToID("g_NumLights"); public static readonly int GridMin = Shader.PropertyToID("g_GridMin"); public static readonly int GridSize = Shader.PropertyToID("g_GridSize"); public static readonly int CellSize = Shader.PropertyToID("g_CellSize"); public static readonly int InvCellSize = Shader.PropertyToID("g_InvCellSize"); public static readonly int TotalReservoirCount = Shader.PropertyToID("g_TotalLightsInGridCount"); public static readonly int BuildPass = Shader.PropertyToID("g_BuildPass"); public static readonly int NumCandidates = Shader.PropertyToID("g_NumCandidates"); public static readonly int NumReservoirs = Shader.PropertyToID("g_NumReservoirs"); public static readonly int MaxLightsPerCell = Shader.PropertyToID("g_MaxLightsPerCell"); public static readonly int LightList = Shader.PropertyToID("g_LightList"); public static readonly int NumEmissiveMeshes = Shader.PropertyToID("g_NumEmissiveMeshes"); } }