using UnityEngine; namespace LeTai { public static class ShaderId { public static readonly int MAIN_TEX = Shader.PropertyToID("_MainTex"); public static readonly int SHADOW_TEX = Shader.PropertyToID("_ShadowTex"); public static readonly int CLIP_RECT = Shader.PropertyToID("_ClipRect"); public static readonly int TEXTURE_SAMPLE_ADD = Shader.PropertyToID("_TextureSampleAdd"); public static readonly int COLOR_MASK = Shader.PropertyToID("_ColorMask"); public static readonly int STENCIL_OP = Shader.PropertyToID("_StencilOp"); public static readonly int STENCIL_ID = Shader.PropertyToID("_Stencil"); public static readonly int STENCIL_READ_MASK = Shader.PropertyToID("_StencilReadMask"); public static readonly int OFFSET = Shader.PropertyToID("_Offset"); public static readonly int OVERFLOW_ALPHA = Shader.PropertyToID("_OverflowAlpha"); public static readonly int ALPHA_MULTIPLIER = Shader.PropertyToID("_AlphaMultiplier"); public static readonly int SCREEN_PARAMS = Shader.PropertyToID("_ScreenParams"); public static readonly int SCALE_X = Shader.PropertyToID("_ScaleX"); public static readonly int SCALE_Y = Shader.PropertyToID("_ScaleY"); } }