using UnityEditor.ShaderGraph; namespace UnityEditor.Rendering.Universal.ShaderGraph { static class UniversalStructFields { public struct Varyings { public static string name = "Varyings"; public static FieldDescriptor staticLightmapUV = new FieldDescriptor(Varyings.name, "staticLightmapUV", "", ShaderValueType.Float2, preprocessor: "defined(LIGHTMAP_ON)", subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor dynamicLightmapUV = new FieldDescriptor(Varyings.name, "dynamicLightmapUV", "", ShaderValueType.Float2, preprocessor: "defined(DYNAMICLIGHTMAP_ON)", subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor sh = new FieldDescriptor(Varyings.name, "sh", "", ShaderValueType.Float3, preprocessor: "!defined(LIGHTMAP_ON)", subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor fogFactorAndVertexLight = new FieldDescriptor(Varyings.name, "fogFactorAndVertexLight", "VARYINGS_NEED_FOG_AND_VERTEX_LIGHT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor shadowCoord = new FieldDescriptor(Varyings.name, "shadowCoord", "VARYINGS_NEED_SHADOWCOORD", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, preprocessor: "defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)"); 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)))"); public static FieldDescriptor curPositionCS = new FieldDescriptor(Varyings.name, "curPositionCS", "VARYINGS_NEED_CURRENT_POSITION_CS", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor prevPositionCS = new FieldDescriptor(Varyings.name, "prevPositionCS", "VARYINGS_NEED_PREVIOUS_POSITION_CS", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); } } }