using UnityEngine; namespace SleekRender { public static class Uniforms { public static readonly int _LuminanceThreshold = Shader.PropertyToID("_LuminanceThreshold"); public static readonly int _LuminanceConst = Shader.PropertyToID("_LuminanceConst"); public static readonly int _BloomIntencity = Shader.PropertyToID("_BloomIntencity"); public static readonly int _BloomTint = Shader.PropertyToID("_BloomTint"); public static readonly int _MainTex = Shader.PropertyToID("_MainTex"); public static readonly int _BloomTex = Shader.PropertyToID("_BloomTex"); public static readonly int _PreComposeTex = Shader.PropertyToID("_PreComposeTex"); public static readonly int _TexelSize = Shader.PropertyToID("_TexelSize"); public static readonly int _Colorize = Shader.PropertyToID("_Colorize"); public static readonly int _VignetteShape = Shader.PropertyToID("_VignetteShape"); public static readonly int _VignetteColor = Shader.PropertyToID("_VignetteColor"); public static readonly int _BrightnessContrast = Shader.PropertyToID("_BrightnessContrast"); } }