using UnityEngine; using System.Collections; namespace HighlightingSystem { // Shader property ID cached constants [UnityEngine.Internal.ExcludeFromDocs] public class ShaderPropertyID { // Common static public readonly int _MainTex = Shader.PropertyToID("_MainTex"); static public readonly int _Cutoff = Shader.PropertyToID("_Cutoff"); static public readonly int _HighlightingIntensity = Shader.PropertyToID("_HighlightingIntensity"); static public readonly int _HighlightingCull = Shader.PropertyToID("_HighlightingCull"); static public readonly int _HighlightingColor = Shader.PropertyToID("_HighlightingColor"); static public readonly int _HighlightingBlurOffset = Shader.PropertyToID("_HighlightingBlurOffset"); static public readonly int _HighlightingFillAlpha = Shader.PropertyToID("_HighlightingFillAlpha"); static public readonly int _HighlightingBuffer = Shader.PropertyToID("_HighlightingBuffer"); static public readonly int _HighlightingBlur1 = Shader.PropertyToID("_HighlightingBlur1"); static public readonly int _HighlightingBlur2 = Shader.PropertyToID("_HighlightingBlur2"); } }