Beautify addon
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using UnityEngine;
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namespace EdgeFusion {
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public static class ShaderParams {
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public enum Passes {
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Blend = 0,
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Debug = 1,
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Compare = 2
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}
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public const int FillPassIndex = 0;
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// ========== Texture Properties ==========
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public static readonly int ObjectIDTexture = Shader.PropertyToID("_ObjectIDTexture");
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public static readonly int SrcColorTexture = Shader.PropertyToID("_SrcColorTexture");
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public static readonly int CompareTex = Shader.PropertyToID("_CompareTex");
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public static readonly int NoiseTex3D = Shader.PropertyToID("_NoiseTex3D");
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public static readonly int CustomGroupTexture = Shader.PropertyToID("_CustomGroupTexture");
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// ========== ObjectID Pass Parameters ==========
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public static readonly int EdgeFusionRadius = Shader.PropertyToID("_EdgeFusionRadius");
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public static readonly int DefaultRadiusWorld = Shader.PropertyToID("_DefaultRadiusWorld");
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public static readonly int RadiusScale = Shader.PropertyToID("_RadiusScale");
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public static readonly int MaxBlendDistance = Shader.PropertyToID("_MaxBlendDistance");
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public static readonly int DistanceCompensation = Shader.PropertyToID("_DistanceCompensation");
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public static readonly int TerrainObjectId = Shader.PropertyToID("_TerrainObjectId");
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public static readonly int ZWrite = Shader.PropertyToID("_ZWrite");
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public static readonly int ZTest = Shader.PropertyToID("_ZTest");
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public static readonly int Cull = Shader.PropertyToID("_Cull");
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public static readonly int CustomObjectId = Shader.PropertyToID("_CustomObjectId");
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public static readonly int DisallowIntraFusion = Shader.PropertyToID("_DisallowIntraFusion");
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// ========== Blend Pass Parameters ==========
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public static readonly int BlendData1 = Shader.PropertyToID("_BlendData1"); // x: GlobalIntensity, y: MaxBlendDistance
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public static readonly int BlendData2 = Shader.PropertyToID("_BlendData2"); // x: MaxScreenRadius, y: ShadowProtection, z: NoiseIntensity, w: NoiseScale
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public static readonly int SampleCount = Shader.PropertyToID("_SampleCount");
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public static readonly int BinarySearchSteps = Shader.PropertyToID("_BinarySearchSteps");
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public static readonly int JitterFrame = Shader.PropertyToID("_JitterFrame");
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public static readonly int EarlyExitHits = Shader.PropertyToID("_EarlyExitHits");
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public static readonly int CompareParams = Shader.PropertyToID("_CompareParams");
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public static readonly int CompareLineColor = Shader.PropertyToID("_CompareLineColor");
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public static readonly int DepthDebugMultiplier = Shader.PropertyToID("_DepthDebugMultiplier");
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public static readonly int DebugMode = Shader.PropertyToID("_DebugMode");
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public static readonly int MsaaFixPower = Shader.PropertyToID("_MSAAFixPower");
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// ========== ID Exclusion Parameters ==========
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public static readonly int ExclusionMask = Shader.PropertyToID("_ExclusionMask");
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// ========== Shader Keywords ==========
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public const string SKW_DEBUG_BLEND_NORMALS = "EDGE_FUSION_DEBUG_BLEND_NORMALS";
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public const string SKW_INTRA_OBJECT_FUSION = "EDGE_FUSION_INTRA_OBJECT";
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public const string SKW_ENABLE_JITTER = "EDGE_FUSION_ENABLE_JITTER";
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public const string SKW_NOISE = "EDGE_FUSION_NOISE";
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public const string SKW_CONCAVE_ONLY = "EDGE_FUSION_CONCAVE_ONLY";
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public const string SKW_SPECIAL_GROUP = "EDGE_FUSION_SPECIAL_GROUP";
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public const string SKW_MSAA_ON = "EDGE_FUSION_MSAA_ON";
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public const string SKW_MSAA_EDGE_FIX = "EDGE_FUSION_MSAA_EDGE_FIX";
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public const string SKW_ID_EXCLUSION = "EDGE_FUSION_ID_EXCLUSION";
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public const string SKW_ANTI_FLICKER = "EDGE_FUSION_ANTI_FLICKER";
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}
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}
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