Files
Project-M/Packages/com.rukhanka.animation/Rukhanka.Runtime/Deformation/MeshDeformationSystem_ShaderVars.cs
T
2026-05-31 14:27:52 -07:00

39 lines
2.8 KiB
C#

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");
}
}