using UnityEngine; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// namespace Rukhanka { public partial class MeshDeformationSystem { readonly int ShaderID_inputVertexSizeInBytes = Shader.PropertyToID("inputVertexSizeInBytes"); readonly int ShaderID_outDataVertexOffset = Shader.PropertyToID("outDataVertexOffset"); readonly int ShaderID_totalMeshVertices = Shader.PropertyToID("totalMeshVertices"); readonly int ShaderID_meshVertexData = Shader.PropertyToID("meshVertexData"); readonly int ShaderID_outInitialDeformedMeshData = Shader.PropertyToID("outInitialDeformedMeshData"); readonly int ShaderID_meshBonesPerVertexData = Shader.PropertyToID("meshBonesPerVertexData"); readonly int ShaderID_inputBonesWeightsDataOffset = Shader.PropertyToID("inputBonesWeightsDataOffset"); readonly int ShaderID_outBonesWeightsDataOffset = Shader.PropertyToID("outBonesWeightsDataOffset"); readonly int ShaderID_frameDeformedMeshes = Shader.PropertyToID("frameDeformedMeshes"); readonly int ShaderID_outFramePerVertexWorkload = Shader.PropertyToID("outFramePerVertexWorkload"); readonly int ShaderID_framePerVertexWorkload = Shader.PropertyToID("framePerVertexWorkload"); readonly int ShaderID_inputMeshVertexData = Shader.PropertyToID("inputMeshVertexData"); readonly int ShaderID_inputBoneInfluences = Shader.PropertyToID("inputBoneInfluences"); readonly int ShaderID_inputBlendShapes = Shader.PropertyToID("inputBlendShapes"); readonly int ShaderID_frameSkinMatrices = Shader.PropertyToID("frameSkinMatrices"); readonly int ShaderID_frameBlendShapeWeights = Shader.PropertyToID("frameBlendShapeWeights"); readonly int ShaderID_outDeformedVertices = Shader.PropertyToID("outDeformedVertices"); readonly int ShaderID_totalDeformedMeshesCount = Shader.PropertyToID("totalDeformedMeshesCount"); readonly int ShaderID_totalSkinnedVerticesCount = Shader.PropertyToID("totalSkinnedVerticesCount"); readonly int ShaderID_voidMeshVertexCount = Shader.PropertyToID("voidMeshVertexCount"); readonly int ShaderID_currentSkinnedVertexOffset = Shader.PropertyToID("currentSkinnedVertexOffset"); readonly int ShaderID_DeformedMeshData = Shader.PropertyToID("_DeformedMeshData"); readonly int ShaderID_PreviousFrameDeformedMeshData = Shader.PropertyToID("_PreviousFrameDeformedMeshData"); readonly int ShaderID_meshBlendShapesBuffer = Shader.PropertyToID("meshBlendShapesBuffer"); readonly int ShaderID_outInitialMeshBlendShapesData = Shader.PropertyToID("outInitialMeshBlendShapesData"); readonly int ShaderID_inputBlendShapeVerticesCount = Shader.PropertyToID("inputBlendShapeVerticesCount"); readonly int ShaderID_inputBlendShapeVertexOffset = Shader.PropertyToID("inputBlendShapeVertexOffset"); readonly int ShaderID_outBlendShapeVertexOffset = Shader.PropertyToID("outBlendShapeVertexOffset"); } }