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