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  1. using UnityEngine;
  2. using UnityEditor.ShaderGraph.Internal;
  3. namespace UnityEditor.ShaderGraph
  4. {
  5. internal static class BlockFields
  6. {
  7. [GenerateBlocks]
  8. public struct VertexDescription
  9. {
  10. public static string name = "VertexDescription";
  11. public static BlockFieldDescriptor Position = new BlockFieldDescriptor(VertexDescription.name, "Position", "VERTEXDESCRIPTION_POSITION",
  12. new PositionControl(CoordinateSpace.Object), ShaderStage.Vertex);
  13. public static BlockFieldDescriptor Normal = new BlockFieldDescriptor(VertexDescription.name, "Normal", "VERTEXDESCRIPTION_NORMAL",
  14. new NormalControl(CoordinateSpace.Object), ShaderStage.Vertex);
  15. public static BlockFieldDescriptor Tangent = new BlockFieldDescriptor(VertexDescription.name, "Tangent", "VERTEXDESCRIPTION_TANGENT",
  16. new TangentControl(CoordinateSpace.Object), ShaderStage.Vertex);
  17. }
  18. [GenerateBlocks]
  19. public struct SurfaceDescription
  20. {
  21. public static string name = "SurfaceDescription";
  22. public static BlockFieldDescriptor BaseColor = new BlockFieldDescriptor(SurfaceDescription.name, "BaseColor", "Base Color", "SURFACEDESCRIPTION_BASECOLOR",
  23. new ColorControl(UnityEngine.Color.grey, false), ShaderStage.Fragment);
  24. public static BlockFieldDescriptor NormalTS = new BlockFieldDescriptor(SurfaceDescription.name, "NormalTS", "Normal (Tangent Space)", "SURFACEDESCRIPTION_NORMALTS",
  25. new NormalControl(CoordinateSpace.Tangent), ShaderStage.Fragment);
  26. public static BlockFieldDescriptor NormalOS = new BlockFieldDescriptor(SurfaceDescription.name, "NormalOS", "Normal (Object Space)", "SURFACEDESCRIPTION_NORMALOS",
  27. new NormalControl(CoordinateSpace.Object), ShaderStage.Fragment);
  28. public static BlockFieldDescriptor NormalWS = new BlockFieldDescriptor(SurfaceDescription.name, "NormalWS", "Normal (World Space)", "SURFACEDESCRIPTION_NORMALWS",
  29. new NormalControl(CoordinateSpace.World), ShaderStage.Fragment);
  30. public static BlockFieldDescriptor Metallic = new BlockFieldDescriptor(SurfaceDescription.name, "Metallic", "SURFACEDESCRIPTION_METALLIC",
  31. new FloatControl(0.0f), ShaderStage.Fragment);
  32. public static BlockFieldDescriptor Specular = new BlockFieldDescriptor(SurfaceDescription.name, "Specular", "Specular Color", "SURFACEDESCRIPTION_SPECULAR",
  33. new ColorControl(UnityEngine.Color.grey, false), ShaderStage.Fragment);
  34. public static BlockFieldDescriptor Smoothness = new BlockFieldDescriptor(SurfaceDescription.name, "Smoothness", "SURFACEDESCRIPTION_SMOOTHNESS",
  35. new FloatControl(0.5f), ShaderStage.Fragment);
  36. public static BlockFieldDescriptor Occlusion = new BlockFieldDescriptor(SurfaceDescription.name, "Occlusion", "Ambient Occlusion", "SURFACEDESCRIPTION_OCCLUSION",
  37. new FloatControl(1.0f), ShaderStage.Fragment);
  38. public static BlockFieldDescriptor Emission = new BlockFieldDescriptor(SurfaceDescription.name, "Emission", "SURFACEDESCRIPTION_EMISSION",
  39. new ColorControl(UnityEngine.Color.black, true), ShaderStage.Fragment);
  40. public static BlockFieldDescriptor Alpha = new BlockFieldDescriptor(SurfaceDescription.name, "Alpha", "SURFACEDESCRIPTION_ALPHA",
  41. new FloatControl(1.0f), ShaderStage.Fragment);
  42. public static BlockFieldDescriptor AlphaClipThreshold = new BlockFieldDescriptor(SurfaceDescription.name, "AlphaClipThreshold", "Alpha Clip Threshold", "SURFACEDESCRIPTION_ALPHACLIPTHRESHOLD",
  43. new FloatControl(0.5f), ShaderStage.Fragment);
  44. public static BlockFieldDescriptor CoatMask = new BlockFieldDescriptor(SurfaceDescription.name, "CoatMask", "Coat Mask", "SURFACEDESCRIPTION_COATMASK",
  45. new FloatControl(0.0f), ShaderStage.Fragment);
  46. public static BlockFieldDescriptor CoatSmoothness = new BlockFieldDescriptor(SurfaceDescription.name, "CoatSmoothness", "Coat Smoothness", "SURFACEDESCRIPTION_COATSMOOTHNESS",
  47. new FloatControl(1.0f), ShaderStage.Fragment);
  48. public static BlockFieldDescriptor MapRightTopBack = new BlockFieldDescriptor(SurfaceDescription.name, "RightTopBack", "Right Top Back", "SURFACEDESCRIPTION_MAP_RTBK",
  49. new ColorControl(UnityEngine.Color.grey, false), ShaderStage.Fragment);
  50. public static BlockFieldDescriptor MapLeftBottomFront = new BlockFieldDescriptor(SurfaceDescription.name, "LeftBottomFront", "Left Bottom Front", "SURFACEDESCRIPTION_MAP_LBTF",
  51. new ColorControl(UnityEngine.Color.grey, false), ShaderStage.Fragment);
  52. public static BlockFieldDescriptor AbsorptionStrength = new BlockFieldDescriptor(SurfaceDescription.name, "AbsorptionStrength", "Color Absorption Strength", "SURFACEDESCRIPTION_COLOR_ABSORPTION_STRENGTH",
  53. new FloatControl(0.5f), ShaderStage.Fragment);
  54. }
  55. [GenerateBlocks]
  56. public struct SurfaceDescriptionLegacy
  57. {
  58. public static string name = "SurfaceDescription";
  59. public static BlockFieldDescriptor SpriteColor = new BlockFieldDescriptor(SurfaceDescription.name, "SpriteColor", "SURFACEDESCRIPTION_SPRITECOLOR",
  60. new ColorRGBAControl(UnityEngine.Color.white), ShaderStage.Fragment, isHidden: true);
  61. }
  62. }
  63. }