using UnityEngine; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////// namespace Rukhanka { public partial class GPUAnimationSystem { readonly int ShaderID_outAnimatedBones = Shader.PropertyToID("outAnimatedBones"); readonly int ShaderID_animatedBoneWorkload = Shader.PropertyToID("animatedBoneWorkload"); readonly int ShaderID_animationJobs = Shader.PropertyToID("animationJobs"); readonly int ShaderID_animationsToProcess = Shader.PropertyToID("animationsToProcess"); readonly int ShaderID_rigDefinitions = Shader.PropertyToID("rigDefinitions"); readonly int ShaderID_rigBones = Shader.PropertyToID("rigBones"); readonly int ShaderID_animationClips = Shader.PropertyToID("animationClips"); readonly int ShaderID_humanRotationDataBuffer = Shader.PropertyToID("humanRotationDataBuffer"); readonly int ShaderID_animatedBonesCount = Shader.PropertyToID("animatedBonesCount"); readonly int ShaderID_outBoneTransforms = Shader.PropertyToID("outBoneTransforms"); readonly int ShaderID_avatarMasksBuffer = Shader.PropertyToID("avatarMasksBuffer"); readonly int ShaderID_skinMatrixWorkloadBuf = Shader.PropertyToID("skinMatrixWorkloadBuf"); readonly int ShaderID_outSkinMatrices = Shader.PropertyToID("outSkinMatrices"); readonly int ShaderID_skinnedMeshBoneData = Shader.PropertyToID("skinnedMeshBoneData"); readonly int ShaderID_totalSkinnedMeshes = Shader.PropertyToID("totalSkinnedMeshes"); public static readonly int ShaderID_boneLocalTransforms = Shader.PropertyToID("boneLocalTransforms"); public static readonly int ShaderID_rigSpaceBoneTransformsBuf = Shader.PropertyToID("rigSpaceBoneTransformsBuf"); } }