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");
}
}