61 lines
4.6 KiB
C#
61 lines
4.6 KiB
C#
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using UnityEngine;
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using UnityEditor.ShaderGraph.Internal;
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namespace UnityEditor.ShaderGraph
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{
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internal static class BlockFields
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{
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[GenerateBlocks]
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public struct VertexDescription
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{
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public static string name = "VertexDescription";
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public static BlockFieldDescriptor Position = new BlockFieldDescriptor(VertexDescription.name, "Position", "VERTEXDESCRIPTION_POSITION",
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new PositionControl(CoordinateSpace.Object), ShaderStage.Vertex);
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public static BlockFieldDescriptor Normal = new BlockFieldDescriptor(VertexDescription.name, "Normal", "VERTEXDESCRIPTION_NORMAL",
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new NormalControl(CoordinateSpace.Object), ShaderStage.Vertex);
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public static BlockFieldDescriptor Tangent = new BlockFieldDescriptor(VertexDescription.name, "Tangent", "VERTEXDESCRIPTION_TANGENT",
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new TangentControl(CoordinateSpace.Object), ShaderStage.Vertex);
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}
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[GenerateBlocks]
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public struct SurfaceDescription
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{
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public static string name = "SurfaceDescription";
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public static BlockFieldDescriptor BaseColor = new BlockFieldDescriptor(SurfaceDescription.name, "BaseColor", "Base Color", "SURFACEDESCRIPTION_BASECOLOR",
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new ColorControl(UnityEngine.Color.grey, false), ShaderStage.Fragment);
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public static BlockFieldDescriptor NormalTS = new BlockFieldDescriptor(SurfaceDescription.name, "NormalTS", "Normal (Tangent Space)", "SURFACEDESCRIPTION_NORMALTS",
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new NormalControl(CoordinateSpace.Tangent), ShaderStage.Fragment);
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public static BlockFieldDescriptor NormalOS = new BlockFieldDescriptor(SurfaceDescription.name, "NormalOS", "Normal (Object Space)", "SURFACEDESCRIPTION_NORMALOS",
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new NormalControl(CoordinateSpace.Object), ShaderStage.Fragment);
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public static BlockFieldDescriptor NormalWS = new BlockFieldDescriptor(SurfaceDescription.name, "NormalWS", "Normal (World Space)", "SURFACEDESCRIPTION_NORMALWS",
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new NormalControl(CoordinateSpace.World), ShaderStage.Fragment);
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public static BlockFieldDescriptor Metallic = new BlockFieldDescriptor(SurfaceDescription.name, "Metallic", "SURFACEDESCRIPTION_METALLIC",
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new FloatControl(0.0f), ShaderStage.Fragment);
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public static BlockFieldDescriptor Specular = new BlockFieldDescriptor(SurfaceDescription.name, "Specular", "Specular Color", "SURFACEDESCRIPTION_SPECULAR",
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new ColorControl(UnityEngine.Color.grey, false), ShaderStage.Fragment);
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public static BlockFieldDescriptor Smoothness = new BlockFieldDescriptor(SurfaceDescription.name, "Smoothness", "SURFACEDESCRIPTION_SMOOTHNESS",
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new FloatControl(0.5f), ShaderStage.Fragment);
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public static BlockFieldDescriptor Occlusion = new BlockFieldDescriptor(SurfaceDescription.name, "Occlusion", "Ambient Occlusion", "SURFACEDESCRIPTION_OCCLUSION",
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new FloatControl(1.0f), ShaderStage.Fragment);
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public static BlockFieldDescriptor Emission = new BlockFieldDescriptor(SurfaceDescription.name, "Emission", "SURFACEDESCRIPTION_EMISSION",
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new ColorControl(UnityEngine.Color.black, true), ShaderStage.Fragment);
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public static BlockFieldDescriptor Alpha = new BlockFieldDescriptor(SurfaceDescription.name, "Alpha", "SURFACEDESCRIPTION_ALPHA",
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new FloatControl(1.0f), ShaderStage.Fragment);
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public static BlockFieldDescriptor AlphaClipThreshold = new BlockFieldDescriptor(SurfaceDescription.name, "AlphaClipThreshold", "Alpha Clip Threshold", "SURFACEDESCRIPTION_ALPHACLIPTHRESHOLD",
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new FloatControl(0.5f), ShaderStage.Fragment);
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public static BlockFieldDescriptor CoatMask = new BlockFieldDescriptor(SurfaceDescription.name, "CoatMask", "Coat Mask", "SURFACEDESCRIPTION_COATMASK",
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new FloatControl(0.0f), ShaderStage.Fragment);
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public static BlockFieldDescriptor CoatSmoothness = new BlockFieldDescriptor(SurfaceDescription.name, "CoatSmoothness", "Coat Smoothness", "SURFACEDESCRIPTION_COATSMOOTHNESS",
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new FloatControl(1.0f), ShaderStage.Fragment);
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}
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[GenerateBlocks]
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public struct SurfaceDescriptionLegacy
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{
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public static string name = "SurfaceDescription";
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public static BlockFieldDescriptor SpriteColor = new BlockFieldDescriptor(SurfaceDescription.name, "SpriteColor", "SURFACEDESCRIPTION_SPRITECOLOR",
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new ColorRGBAControl(UnityEngine.Color.white), ShaderStage.Fragment, isHidden: true);
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}
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}
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}
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