34 lines
1.4 KiB
C#
34 lines
1.4 KiB
C#
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using System;
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using UnityEditor;
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using UnityEditor.ShaderGraph;
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using UnityEditor.ShaderGraph.Internal;
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using UnityEditor.Rendering.Universal.ShaderGraph;
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using UnityEngine.Rendering.Universal;
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namespace UnityEditor.Rendering.Universal
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{
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internal static class Property
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{
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public static readonly string SpecularWorkflowMode = "_WorkflowMode";
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public static readonly string SurfaceType = "_Surface";
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public static readonly string BlendMode = "_Blend";
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public static readonly string AlphaClip = "_AlphaClip";
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public static readonly string SrcBlend = "_SrcBlend";
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public static readonly string DstBlend = "_DstBlend";
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public static readonly string ZWrite = "_ZWrite";
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public static readonly string CullMode = "_Cull";
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public static readonly string CastShadows = "_CastShadows";
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public static readonly string ReceiveShadows = "_ReceiveShadows";
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public static readonly string QueueOffset = "_QueueOffset";
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// for ShaderGraph shaders only
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public static readonly string ZTest = "_ZTest";
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public static readonly string ZWriteControl = "_ZWriteControl";
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public static readonly string QueueControl = "_QueueControl";
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// Global Illumination requires some properties to be named specifically:
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public static readonly string EmissionMap = "_EmissionMap";
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public static readonly string EmissionColor = "_EmissionColor";
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}
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}
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