UnityGame/Library/PackageCache/com.unity.shadergraph/Editor/Generation/TargetResources/StructFields.cs

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2024-10-27 10:53:47 +03:00
namespace UnityEditor.ShaderGraph
{
[GenerationAPI]
internal static class StructFields
{
public struct Attributes
{
public static string name = "Attributes";
public static FieldDescriptor positionOS = new FieldDescriptor(Attributes.name, "positionOS", "", ShaderValueType.Float3, "POSITION");
public static FieldDescriptor normalOS = new FieldDescriptor(Attributes.name, "normalOS", "ATTRIBUTES_NEED_NORMAL", ShaderValueType.Float3,
"NORMAL", subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor tangentOS = new FieldDescriptor(Attributes.name, "tangentOS", "ATTRIBUTES_NEED_TANGENT", ShaderValueType.Float4,
"TANGENT", subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor uv0 = new FieldDescriptor(Attributes.name, "uv0", "ATTRIBUTES_NEED_TEXCOORD0", ShaderValueType.Float4,
"TEXCOORD0", subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor uv1 = new FieldDescriptor(Attributes.name, "uv1", "ATTRIBUTES_NEED_TEXCOORD1", ShaderValueType.Float4,
"TEXCOORD1", subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor uv2 = new FieldDescriptor(Attributes.name, "uv2", "ATTRIBUTES_NEED_TEXCOORD2", ShaderValueType.Float4,
"TEXCOORD2", subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor uv3 = new FieldDescriptor(Attributes.name, "uv3", "ATTRIBUTES_NEED_TEXCOORD3", ShaderValueType.Float4,
"TEXCOORD3", subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor weights = new FieldDescriptor(Attributes.name, "weights", "ATTRIBUTES_NEED_BLENDWEIGHTS", ShaderValueType.Float4,
"BLENDWEIGHTS", subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor indices = new FieldDescriptor(Attributes.name, "indices", "ATTRIBUTES_NEED_BLENDINDICES", ShaderValueType.Uint4,
"BLENDINDICES", subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor color = new FieldDescriptor(Attributes.name, "color", "ATTRIBUTES_NEED_COLOR", ShaderValueType.Float4,
"COLOR", subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor instanceID = new FieldDescriptor(Attributes.name, "instanceID", "ATTRIBUTES_NEED_INSTANCEID", ShaderValueType.Uint,
"INSTANCEID_SEMANTIC", "UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)");
public static FieldDescriptor vertexID = new FieldDescriptor(Attributes.name, "vertexID", "ATTRIBUTES_NEED_VERTEXID", ShaderValueType.Uint,
"VERTEXID_SEMANTIC", subscriptOptions: StructFieldOptions.Optional);
}
public struct Varyings
{
public static string name = "Varyings";
public static FieldDescriptor positionCS = new FieldDescriptor(Varyings.name, "positionCS", "", ShaderValueType.Float4, "SV_POSITION");
public static FieldDescriptor positionWS = new FieldDescriptor(Varyings.name, "positionWS", "VARYINGS_NEED_POSITION_WS", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor positionPredisplacementWS = new FieldDescriptor(Varyings.name, "positionPredisplacementWS", "VARYINGS_NEED_POSITIONPREDISPLACEMENT_WS", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor normalWS = new FieldDescriptor(Varyings.name, "normalWS", "VARYINGS_NEED_NORMAL_WS", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor tangentWS = new FieldDescriptor(Varyings.name, "tangentWS", "VARYINGS_NEED_TANGENT_WS", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor texCoord0 = new FieldDescriptor(Varyings.name, "texCoord0", "VARYINGS_NEED_TEXCOORD0", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor texCoord1 = new FieldDescriptor(Varyings.name, "texCoord1", "VARYINGS_NEED_TEXCOORD1", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor texCoord2 = new FieldDescriptor(Varyings.name, "texCoord2", "VARYINGS_NEED_TEXCOORD2", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor texCoord3 = new FieldDescriptor(Varyings.name, "texCoord3", "VARYINGS_NEED_TEXCOORD3", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor color = new FieldDescriptor(Varyings.name, "color", "VARYINGS_NEED_COLOR", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor screenPosition = new FieldDescriptor(Varyings.name, "screenPosition", "VARYINGS_NEED_SCREENPOSITION", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor instanceID = new FieldDescriptor(Varyings.name, "instanceID", "VARYINGS_NEED_INSTANCEID", ShaderValueType.Uint,
"CUSTOM_INSTANCE_ID", "UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)");
public static FieldDescriptor cullFace = new FieldDescriptor(Varyings.name, "cullFace", "VARYINGS_NEED_CULLFACE", "FRONT_FACE_TYPE",
"FRONT_FACE_SEMANTIC", "defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)", StructFieldOptions.Generated & StructFieldOptions.Optional);
public static FieldDescriptor vertexID = new FieldDescriptor(Varyings.name, "vertexID", "VARYINGS_NEED_VERTEXID", ShaderValueType.Uint,
"CUSTOM_VERTEX_ID", subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor stereoTargetEyeIndexAsRTArrayIdx = new FieldDescriptor(Varyings.name, "stereoTargetEyeIndexAsRTArrayIdx", "", ShaderValueType.Uint,
"SV_RenderTargetArrayIndex", "(defined(UNITY_STEREO_INSTANCING_ENABLED))", StructFieldOptions.Generated);
public static FieldDescriptor stereoTargetEyeIndexAsBlendIdx0 = new FieldDescriptor(Varyings.name, "stereoTargetEyeIndexAsBlendIdx0", "", ShaderValueType.Uint,
"BLENDINDICES0", "(defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))");
// VFX
public static FieldDescriptor worldToElement0 = new FieldDescriptor(Varyings.name, "worldToElement0", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation");
public static FieldDescriptor worldToElement1 = new FieldDescriptor(Varyings.name, "worldToElement1", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation");
public static FieldDescriptor worldToElement2 = new FieldDescriptor(Varyings.name, "worldToElement2", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation");
public static FieldDescriptor elementToWorld0 = new FieldDescriptor(Varyings.name, "elementToWorld0", "VARYINGS_NEED_ELEMENT_TO_WORLD", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation");
public static FieldDescriptor elementToWorld1 = new FieldDescriptor(Varyings.name, "elementToWorld1", "VARYINGS_NEED_ELEMENT_TO_WORLD", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation");
public static FieldDescriptor elementToWorld2 = new FieldDescriptor(Varyings.name, "elementToWorld2", "VARYINGS_NEED_ELEMENT_TO_WORLD", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation");
}
public struct VertexDescriptionInputs
{
public static string name = "VertexDescriptionInputs";
public static FieldDescriptor ObjectSpaceNormal = new FieldDescriptor(VertexDescriptionInputs.name, "ObjectSpaceNormal", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ViewSpaceNormal = new FieldDescriptor(VertexDescriptionInputs.name, "ViewSpaceNormal", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor WorldSpaceNormal = new FieldDescriptor(VertexDescriptionInputs.name, "WorldSpaceNormal", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor TangentSpaceNormal = new FieldDescriptor(VertexDescriptionInputs.name, "TangentSpaceNormal", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ObjectSpaceTangent = new FieldDescriptor(VertexDescriptionInputs.name, "ObjectSpaceTangent", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ViewSpaceTangent = new FieldDescriptor(VertexDescriptionInputs.name, "ViewSpaceTangent", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor WorldSpaceTangent = new FieldDescriptor(VertexDescriptionInputs.name, "WorldSpaceTangent", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor TangentSpaceTangent = new FieldDescriptor(VertexDescriptionInputs.name, "TangentSpaceTangent", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ObjectSpaceBiTangent = new FieldDescriptor(VertexDescriptionInputs.name, "ObjectSpaceBiTangent", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ViewSpaceBiTangent = new FieldDescriptor(VertexDescriptionInputs.name, "ViewSpaceBiTangent", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor WorldSpaceBiTangent = new FieldDescriptor(VertexDescriptionInputs.name, "WorldSpaceBiTangent", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor TangentSpaceBiTangent = new FieldDescriptor(VertexDescriptionInputs.name, "TangentSpaceBiTangent", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ObjectSpaceViewDirection = new FieldDescriptor(VertexDescriptionInputs.name, "ObjectSpaceViewDirection", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ViewSpaceViewDirection = new FieldDescriptor(VertexDescriptionInputs.name, "ViewSpaceViewDirection", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor WorldSpaceViewDirection = new FieldDescriptor(VertexDescriptionInputs.name, "WorldSpaceViewDirection", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor TangentSpaceViewDirection = new FieldDescriptor(VertexDescriptionInputs.name, "TangentSpaceViewDirection", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ObjectSpacePosition = new FieldDescriptor(VertexDescriptionInputs.name, "ObjectSpacePosition", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ViewSpacePosition = new FieldDescriptor(VertexDescriptionInputs.name, "ViewSpacePosition", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor WorldSpacePosition = new FieldDescriptor(VertexDescriptionInputs.name, "WorldSpacePosition", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor TangentSpacePosition = new FieldDescriptor(VertexDescriptionInputs.name, "TangentSpacePosition", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor AbsoluteWorldSpacePosition = new FieldDescriptor(VertexDescriptionInputs.name, "AbsoluteWorldSpacePosition", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ObjectSpacePositionPredisplacement = new FieldDescriptor(VertexDescriptionInputs.name, "ObjectSpacePositionPredisplacement", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ViewSpacePositionPredisplacement = new FieldDescriptor(VertexDescriptionInputs.name, "ViewSpacePositionPredisplacement", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor WorldSpacePositionPredisplacement = new FieldDescriptor(VertexDescriptionInputs.name, "WorldSpacePositionPredisplacement", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor TangentSpacePositionPredisplacement = new FieldDescriptor(VertexDescriptionInputs.name, "TangentSpacePositionPredisplacement", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor AbsoluteWorldSpacePositionPredisplacement = new FieldDescriptor(VertexDescriptionInputs.name, "AbsoluteWorldSpacePositionPredisplacement", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ScreenPosition = new FieldDescriptor(VertexDescriptionInputs.name, "ScreenPosition", "", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor NDCPosition = new FieldDescriptor(VertexDescriptionInputs.name, "NDCPosition", "", ShaderValueType.Float2,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor PixelPosition = new FieldDescriptor(VertexDescriptionInputs.name, "PixelPosition", "", ShaderValueType.Float2,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor uv0 = new FieldDescriptor(VertexDescriptionInputs.name, "uv0", "", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor uv1 = new FieldDescriptor(VertexDescriptionInputs.name, "uv1", "", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor uv2 = new FieldDescriptor(VertexDescriptionInputs.name, "uv2", "", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor uv3 = new FieldDescriptor(VertexDescriptionInputs.name, "uv3", "", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor VertexColor = new FieldDescriptor(VertexDescriptionInputs.name, "VertexColor", "", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor TimeParameters = new FieldDescriptor(VertexDescriptionInputs.name, "TimeParameters", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor BoneWeights = new FieldDescriptor(VertexDescriptionInputs.name, "BoneWeights", "", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor BoneIndices = new FieldDescriptor(VertexDescriptionInputs.name, "BoneIndices", "", ShaderValueType.Uint4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor VertexID = new FieldDescriptor(VertexDescriptionInputs.name, "VertexID", "", ShaderValueType.Uint,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor InstanceID = new FieldDescriptor(VertexDescriptionInputs.name, "InstanceID", "", ShaderValueType.Uint,
subscriptOptions: StructFieldOptions.Optional);
}
public struct SurfaceDescriptionInputs
{
public static string name = "SurfaceDescriptionInputs";
public static FieldDescriptor ObjectSpaceNormal = new FieldDescriptor(SurfaceDescriptionInputs.name, "ObjectSpaceNormal", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ViewSpaceNormal = new FieldDescriptor(SurfaceDescriptionInputs.name, "ViewSpaceNormal", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor WorldSpaceNormal = new FieldDescriptor(SurfaceDescriptionInputs.name, "WorldSpaceNormal", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor TangentSpaceNormal = new FieldDescriptor(SurfaceDescriptionInputs.name, "TangentSpaceNormal", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ObjectSpaceTangent = new FieldDescriptor(SurfaceDescriptionInputs.name, "ObjectSpaceTangent", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ViewSpaceTangent = new FieldDescriptor(SurfaceDescriptionInputs.name, "ViewSpaceTangent", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor WorldSpaceTangent = new FieldDescriptor(SurfaceDescriptionInputs.name, "WorldSpaceTangent", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor TangentSpaceTangent = new FieldDescriptor(SurfaceDescriptionInputs.name, "TangentSpaceTangent", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ObjectSpaceBiTangent = new FieldDescriptor(SurfaceDescriptionInputs.name, "ObjectSpaceBiTangent", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ViewSpaceBiTangent = new FieldDescriptor(SurfaceDescriptionInputs.name, "ViewSpaceBiTangent", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor WorldSpaceBiTangent = new FieldDescriptor(SurfaceDescriptionInputs.name, "WorldSpaceBiTangent", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor TangentSpaceBiTangent = new FieldDescriptor(SurfaceDescriptionInputs.name, "TangentSpaceBiTangent", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ObjectSpaceViewDirection = new FieldDescriptor(SurfaceDescriptionInputs.name, "ObjectSpaceViewDirection", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ViewSpaceViewDirection = new FieldDescriptor(SurfaceDescriptionInputs.name, "ViewSpaceViewDirection", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor WorldSpaceViewDirection = new FieldDescriptor(SurfaceDescriptionInputs.name, "WorldSpaceViewDirection", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor TangentSpaceViewDirection = new FieldDescriptor(SurfaceDescriptionInputs.name, "TangentSpaceViewDirection", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ObjectSpacePosition = new FieldDescriptor(SurfaceDescriptionInputs.name, "ObjectSpacePosition", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ViewSpacePosition = new FieldDescriptor(SurfaceDescriptionInputs.name, "ViewSpacePosition", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor WorldSpacePosition = new FieldDescriptor(SurfaceDescriptionInputs.name, "WorldSpacePosition", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor TangentSpacePosition = new FieldDescriptor(SurfaceDescriptionInputs.name, "TangentSpacePosition", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor AbsoluteWorldSpacePosition = new FieldDescriptor(SurfaceDescriptionInputs.name, "AbsoluteWorldSpacePosition", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ObjectSpacePositionPredisplacement = new FieldDescriptor(SurfaceDescriptionInputs.name, "ObjectSpacePositionPredisplacement", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ViewSpacePositionPredisplacement = new FieldDescriptor(SurfaceDescriptionInputs.name, "ViewSpacePositionPredisplacement", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor WorldSpacePositionPredisplacement = new FieldDescriptor(SurfaceDescriptionInputs.name, "WorldSpacePositionPredisplacement", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor TangentSpacePositionPredisplacement = new FieldDescriptor(SurfaceDescriptionInputs.name, "TangentSpacePositionPredisplacement", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor AbsoluteWorldSpacePositionPredisplacement = new FieldDescriptor(SurfaceDescriptionInputs.name, "AbsoluteWorldSpacePositionPredisplacement", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor ScreenPosition = new FieldDescriptor(SurfaceDescriptionInputs.name, "ScreenPosition", "", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor NDCPosition = new FieldDescriptor(SurfaceDescriptionInputs.name, "NDCPosition", "", ShaderValueType.Float2,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor PixelPosition = new FieldDescriptor(SurfaceDescriptionInputs.name, "PixelPosition", "", ShaderValueType.Float2,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor uv0 = new FieldDescriptor(SurfaceDescriptionInputs.name, "uv0", "", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor uv1 = new FieldDescriptor(SurfaceDescriptionInputs.name, "uv1", "", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor uv2 = new FieldDescriptor(SurfaceDescriptionInputs.name, "uv2", "", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor uv3 = new FieldDescriptor(SurfaceDescriptionInputs.name, "uv3", "", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor VertexColor = new FieldDescriptor(SurfaceDescriptionInputs.name, "VertexColor", "", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor TimeParameters = new FieldDescriptor(SurfaceDescriptionInputs.name, "TimeParameters", "", ShaderValueType.Float3,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor FaceSign = new FieldDescriptor(SurfaceDescriptionInputs.name, "FaceSign", "", ShaderValueType.Float,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor BoneWeights = new FieldDescriptor(SurfaceDescriptionInputs.name, "BoneWeights", "", ShaderValueType.Float4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor BoneIndices = new FieldDescriptor(SurfaceDescriptionInputs.name, "BoneIndices", "", ShaderValueType.Uint4,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor VertexID = new FieldDescriptor(SurfaceDescriptionInputs.name, "VertexID", "", ShaderValueType.Uint,
subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor InstanceID = new FieldDescriptor(SurfaceDescriptionInputs.name, "InstanceID", "", ShaderValueType.Uint,
subscriptOptions: StructFieldOptions.Optional);
// VFX
public static FieldDescriptor worldToElement = new FieldDescriptor(SurfaceDescriptionInputs.name, "worldToElement", "", ShaderValueType.Matrix4, subscriptOptions: StructFieldOptions.Optional);
public static FieldDescriptor elementToWorld = new FieldDescriptor(SurfaceDescriptionInputs.name, "elementToWorld", "", ShaderValueType.Matrix4, subscriptOptions: StructFieldOptions.Optional);
}
}
}