using UnityEditor.ShaderGraph; namespace UnityEditor.Rendering.Universal.ShaderGraph { internal static class UniversalFields { #region Tags public const string kFeatures = "features"; public const string kSurfaceType = "SurfaceType"; public const string kBlendMode = "BlendMode"; #endregion #region Fields // still used by sprite targets (NOT used by lit/unlit targets anymore) public static FieldDescriptor SurfaceOpaque = new FieldDescriptor(kSurfaceType, "Opaque", "_SURFACE_TYPE_OPAQUE 1"); public static FieldDescriptor SurfaceTransparent = new FieldDescriptor(kSurfaceType, "Transparent", "_SURFACE_TYPE_TRANSPARENT 1"); // still used by sprite targets (NOT used by lit/unlit targets anymore) public static FieldDescriptor BlendAdd = new FieldDescriptor(kBlendMode, "Add", "_BLENDMODE_ADD 1"); public static FieldDescriptor BlendPremultiply = new FieldDescriptor(kBlendMode, "Premultiply", "_ALPHAPREMULTIPLY_ON 1"); public static FieldDescriptor BlendMultiply = new FieldDescriptor(kBlendMode, "Multiply", "_BLENDMODE_MULTIPLY 1"); // Used by lit/unlit targets public static FieldDescriptor Normal = new FieldDescriptor(string.Empty, "Normal", "_NORMALMAP 1"); public static FieldDescriptor NormalDropOffTS = new FieldDescriptor(string.Empty, "NormalDropOffTS", "_NORMAL_DROPOFF_TS 1"); public static FieldDescriptor NormalDropOffOS = new FieldDescriptor(string.Empty, "NormalDropOffOS", "_NORMAL_DROPOFF_OS 1"); public static FieldDescriptor NormalDropOffWS = new FieldDescriptor(string.Empty, "NormalDropOffWS", "_NORMAL_DROPOFF_WS 1"); #endregion // A predicate is field that has a matching template command, for example: $ // It is only used to enable/disable in the tempalate #region Predicates //public static FieldDescriptor PredicateClearCoat = new FieldDescriptor(string.Empty, "ClearCoat", "_CLEARCOAT 1"); #endregion } }