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UniversalProperties.cs 1.8KB

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  1. using System;
  2. using UnityEditor;
  3. using UnityEditor.ShaderGraph;
  4. using UnityEditor.ShaderGraph.Internal;
  5. using UnityEditor.Rendering.Universal.ShaderGraph;
  6. using UnityEngine.Rendering.Universal;
  7. namespace UnityEditor.Rendering.Universal
  8. {
  9. internal static class Property
  10. {
  11. public static readonly string SpecularWorkflowMode = "_WorkflowMode";
  12. public static readonly string SurfaceType = "_Surface";
  13. public static readonly string BlendMode = "_Blend";
  14. public static readonly string AlphaClip = "_AlphaClip";
  15. public static readonly string AlphaToMask = "_AlphaToMask";
  16. public static readonly string SrcBlend = "_SrcBlend";
  17. public static readonly string DstBlend = "_DstBlend";
  18. public static readonly string SrcBlendAlpha = "_SrcBlendAlpha";
  19. public static readonly string DstBlendAlpha = "_DstBlendAlpha";
  20. public static readonly string BlendModePreserveSpecular = "_BlendModePreserveSpecular";
  21. public static readonly string ZWrite = "_ZWrite";
  22. public static readonly string CullMode = "_Cull";
  23. public static readonly string CastShadows = "_CastShadows";
  24. public static readonly string ReceiveShadows = "_ReceiveShadows";
  25. public static readonly string QueueOffset = "_QueueOffset";
  26. // for ShaderGraph shaders only
  27. public static readonly string ZTest = "_ZTest";
  28. public static readonly string ZWriteControl = "_ZWriteControl";
  29. public static readonly string QueueControl = "_QueueControl";
  30. public static readonly string AddPrecomputedVelocity = "_AddPrecomputedVelocity";
  31. // Global Illumination requires some properties to be named specifically:
  32. public static readonly string EmissionMap = "_EmissionMap";
  33. public static readonly string EmissionColor = "_EmissionColor";
  34. }
  35. }