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