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- 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,
- }
- };
- }
- }
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