38 lines
1.5 KiB
C#
38 lines
1.5 KiB
C#
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using UnityEditor.ShaderGraph;
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namespace UnityEditor.Rendering.Universal.ShaderGraph
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{
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static class UniversalStructs
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{
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public static StructDescriptor Varyings = new StructDescriptor()
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{
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name = "Varyings",
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packFields = true,
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populateWithCustomInterpolators = true,
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fields = new FieldDescriptor[]
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{
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StructFields.Varyings.positionCS,
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StructFields.Varyings.positionWS,
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StructFields.Varyings.normalWS,
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StructFields.Varyings.tangentWS,
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StructFields.Varyings.texCoord0,
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StructFields.Varyings.texCoord1,
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StructFields.Varyings.texCoord2,
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StructFields.Varyings.texCoord3,
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StructFields.Varyings.color,
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StructFields.Varyings.screenPosition,
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UniversalStructFields.Varyings.staticLightmapUV,
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UniversalStructFields.Varyings.dynamicLightmapUV,
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UniversalStructFields.Varyings.sh,
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UniversalStructFields.Varyings.probeOcclusion,
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UniversalStructFields.Varyings.fogFactorAndVertexLight,
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UniversalStructFields.Varyings.shadowCoord,
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StructFields.Varyings.instanceID,
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UniversalStructFields.Varyings.stereoTargetEyeIndexAsBlendIdx0,
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UniversalStructFields.Varyings.stereoTargetEyeIndexAsRTArrayIdx,
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StructFields.Varyings.cullFace,
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}
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};
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}
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}
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