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