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