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UniversalStructs.cs 1.5KB

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  1. using UnityEditor.ShaderGraph;
  2. namespace UnityEditor.Rendering.Universal.ShaderGraph
  3. {
  4. static class UniversalStructs
  5. {
  6. public static StructDescriptor Varyings = new StructDescriptor()
  7. {
  8. name = "Varyings",
  9. packFields = true,
  10. populateWithCustomInterpolators = true,
  11. fields = new FieldDescriptor[]
  12. {
  13. StructFields.Varyings.positionCS,
  14. StructFields.Varyings.positionWS,
  15. StructFields.Varyings.normalWS,
  16. StructFields.Varyings.tangentWS,
  17. StructFields.Varyings.texCoord0,
  18. StructFields.Varyings.texCoord1,
  19. StructFields.Varyings.texCoord2,
  20. StructFields.Varyings.texCoord3,
  21. StructFields.Varyings.color,
  22. StructFields.Varyings.screenPosition,
  23. UniversalStructFields.Varyings.staticLightmapUV,
  24. UniversalStructFields.Varyings.dynamicLightmapUV,
  25. UniversalStructFields.Varyings.sh,
  26. UniversalStructFields.Varyings.probeOcclusion,
  27. UniversalStructFields.Varyings.fogFactorAndVertexLight,
  28. UniversalStructFields.Varyings.shadowCoord,
  29. StructFields.Varyings.instanceID,
  30. UniversalStructFields.Varyings.stereoTargetEyeIndexAsBlendIdx0,
  31. UniversalStructFields.Varyings.stereoTargetEyeIndexAsRTArrayIdx,
  32. StructFields.Varyings.cullFace,
  33. }
  34. };
  35. }
  36. }