using UnityEngine; using UnityEditor.ShaderGraph; namespace UnityEditor.Rendering.Universal.ShaderGraph { static class UniversalBlockFields { [GenerateBlocks("Universal Render Pipeline")] public struct VertexDescription { public static string name = "VertexDescription"; public static BlockFieldDescriptor MotionVector = new BlockFieldDescriptor(VertexDescription.name, "MotionVector", "Motion Vector", "VERTEXDESCRIPTION_MOTIONVECTOR", new Vector3Control(new Vector3(0.0f, 0.0f, 0.0f)), ShaderStage.Vertex); } [GenerateBlocks("Universal Render Pipeline")] public struct SurfaceDescription { public static string name = "SurfaceDescription"; public static BlockFieldDescriptor SpriteMask = new BlockFieldDescriptor(SurfaceDescription.name, "SpriteMask", "Sprite Mask", "SURFACEDESCRIPTION_SPRITEMASK", new ColorRGBAControl(new Color(1, 1, 1, 1)), ShaderStage.Fragment); public static BlockFieldDescriptor NormalAlpha = new BlockFieldDescriptor(SurfaceDescription.name, "NormalAlpha", "Normal Alpha", "SURFACEDESCRIPTION_NORMALALPHA", new FloatControl(1.0f), ShaderStage.Fragment); public static BlockFieldDescriptor MAOSAlpha = new BlockFieldDescriptor(SurfaceDescription.name, "MAOSAlpha", "MAOS Alpha", "SURFACEDESCRIPTION_MAOSALPHA", new FloatControl(1.0f), ShaderStage.Fragment); } } }