A game about forced loneliness, made by TACStudios
1namespace UnityEditor.ShaderGraph 2{ 3 [GenerationAPI] 4 internal static class StructFields 5 { 6 public struct Attributes 7 { 8 public static string name = "Attributes"; 9 public static FieldDescriptor positionOS = new FieldDescriptor(Attributes.name, "positionOS", "", ShaderValueType.Float3, "POSITION"); 10 public static FieldDescriptor normalOS = new FieldDescriptor(Attributes.name, "normalOS", "ATTRIBUTES_NEED_NORMAL", ShaderValueType.Float3, 11 "NORMAL", subscriptOptions: StructFieldOptions.Optional); 12 public static FieldDescriptor tangentOS = new FieldDescriptor(Attributes.name, "tangentOS", "ATTRIBUTES_NEED_TANGENT", ShaderValueType.Float4, 13 "TANGENT", subscriptOptions: StructFieldOptions.Optional); 14 public static FieldDescriptor uv0 = new FieldDescriptor(Attributes.name, "uv0", "ATTRIBUTES_NEED_TEXCOORD0", ShaderValueType.Float4, 15 "TEXCOORD0", subscriptOptions: StructFieldOptions.Optional); 16 public static FieldDescriptor uv1 = new FieldDescriptor(Attributes.name, "uv1", "ATTRIBUTES_NEED_TEXCOORD1", ShaderValueType.Float4, 17 "TEXCOORD1", subscriptOptions: StructFieldOptions.Optional); 18 public static FieldDescriptor uv2 = new FieldDescriptor(Attributes.name, "uv2", "ATTRIBUTES_NEED_TEXCOORD2", ShaderValueType.Float4, 19 "TEXCOORD2", subscriptOptions: StructFieldOptions.Optional); 20 public static FieldDescriptor uv3 = new FieldDescriptor(Attributes.name, "uv3", "ATTRIBUTES_NEED_TEXCOORD3", ShaderValueType.Float4, 21 "TEXCOORD3", subscriptOptions: StructFieldOptions.Optional); 22 public static FieldDescriptor weights = new FieldDescriptor(Attributes.name, "weights", "ATTRIBUTES_NEED_BLENDWEIGHTS", ShaderValueType.Float4, 23 "BLENDWEIGHTS", subscriptOptions: StructFieldOptions.Optional); 24 public static FieldDescriptor indices = new FieldDescriptor(Attributes.name, "indices", "ATTRIBUTES_NEED_BLENDINDICES", ShaderValueType.Uint4, 25 "BLENDINDICES", subscriptOptions: StructFieldOptions.Optional); 26 public static FieldDescriptor color = new FieldDescriptor(Attributes.name, "color", "ATTRIBUTES_NEED_COLOR", ShaderValueType.Float4, 27 "COLOR", subscriptOptions: StructFieldOptions.Optional); 28 public static FieldDescriptor instanceID = new FieldDescriptor(Attributes.name, "instanceID", "ATTRIBUTES_NEED_INSTANCEID", ShaderValueType.Uint, 29 "INSTANCEID_SEMANTIC", "UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)"); 30 public static FieldDescriptor vertexID = new FieldDescriptor(Attributes.name, "vertexID", "ATTRIBUTES_NEED_VERTEXID", ShaderValueType.Uint, 31 "VERTEXID_SEMANTIC", subscriptOptions: StructFieldOptions.Optional); 32 } 33 34 public struct Varyings 35 { 36 public static string name = "Varyings"; 37 public static FieldDescriptor positionCS = new FieldDescriptor(Varyings.name, "positionCS", "", ShaderValueType.Float4, "SV_POSITION"); 38 public static FieldDescriptor positionWS = new FieldDescriptor(Varyings.name, "positionWS", "VARYINGS_NEED_POSITION_WS", ShaderValueType.Float3, 39 subscriptOptions: StructFieldOptions.Optional); 40 public static FieldDescriptor positionPredisplacementWS = new FieldDescriptor(Varyings.name, "positionPredisplacementWS", "VARYINGS_NEED_POSITIONPREDISPLACEMENT_WS", ShaderValueType.Float3, 41 subscriptOptions: StructFieldOptions.Optional); 42 public static FieldDescriptor normalWS = new FieldDescriptor(Varyings.name, "normalWS", "VARYINGS_NEED_NORMAL_WS", ShaderValueType.Float3, 43 subscriptOptions: StructFieldOptions.Optional); 44 public static FieldDescriptor tangentWS = new FieldDescriptor(Varyings.name, "tangentWS", "VARYINGS_NEED_TANGENT_WS", ShaderValueType.Float4, 45 subscriptOptions: StructFieldOptions.Optional); 46 public static FieldDescriptor texCoord0 = new FieldDescriptor(Varyings.name, "texCoord0", "VARYINGS_NEED_TEXCOORD0", ShaderValueType.Float4, 47 subscriptOptions: StructFieldOptions.Optional); 48 public static FieldDescriptor texCoord1 = new FieldDescriptor(Varyings.name, "texCoord1", "VARYINGS_NEED_TEXCOORD1", ShaderValueType.Float4, 49 subscriptOptions: StructFieldOptions.Optional); 50 public static FieldDescriptor texCoord2 = new FieldDescriptor(Varyings.name, "texCoord2", "VARYINGS_NEED_TEXCOORD2", ShaderValueType.Float4, 51 subscriptOptions: StructFieldOptions.Optional); 52 public static FieldDescriptor texCoord3 = new FieldDescriptor(Varyings.name, "texCoord3", "VARYINGS_NEED_TEXCOORD3", ShaderValueType.Float4, 53 subscriptOptions: StructFieldOptions.Optional); 54 public static FieldDescriptor color = new FieldDescriptor(Varyings.name, "color", "VARYINGS_NEED_COLOR", ShaderValueType.Float4, 55 subscriptOptions: StructFieldOptions.Optional); 56 public static FieldDescriptor screenPosition = new FieldDescriptor(Varyings.name, "screenPosition", "VARYINGS_NEED_SCREENPOSITION", ShaderValueType.Float4, 57 subscriptOptions: StructFieldOptions.Optional); 58 public static FieldDescriptor instanceID = new FieldDescriptor(Varyings.name, "instanceID", "VARYINGS_NEED_INSTANCEID", ShaderValueType.Uint, 59 "CUSTOM_INSTANCE_ID", "UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)"); 60 public static FieldDescriptor cullFace = new FieldDescriptor(Varyings.name, "cullFace", "VARYINGS_NEED_CULLFACE", "FRONT_FACE_TYPE", 61 "FRONT_FACE_SEMANTIC", "defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)", StructFieldOptions.Generated & StructFieldOptions.Optional); 62 public static FieldDescriptor vertexID = new FieldDescriptor(Varyings.name, "vertexID", "VARYINGS_NEED_VERTEXID", ShaderValueType.Uint, 63 "CUSTOM_VERTEX_ID", subscriptOptions: StructFieldOptions.Optional); 64 public static FieldDescriptor stereoTargetEyeIndexAsRTArrayIdx = new FieldDescriptor(Varyings.name, "stereoTargetEyeIndexAsRTArrayIdx", "", ShaderValueType.Uint, 65 "SV_RenderTargetArrayIndex", "(defined(UNITY_STEREO_INSTANCING_ENABLED))", StructFieldOptions.Generated); 66 public static FieldDescriptor stereoTargetEyeIndexAsBlendIdx0 = new FieldDescriptor(Varyings.name, "stereoTargetEyeIndexAsBlendIdx0", "", ShaderValueType.Uint, 67 "BLENDINDICES0", "(defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))"); 68 69 70 // VFX 71 public static FieldDescriptor worldToElement0 = new FieldDescriptor(Varyings.name, "worldToElement0", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation"); 72 public static FieldDescriptor worldToElement1 = new FieldDescriptor(Varyings.name, "worldToElement1", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation"); 73 public static FieldDescriptor worldToElement2 = new FieldDescriptor(Varyings.name, "worldToElement2", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation"); 74 75 public static FieldDescriptor elementToWorld0 = new FieldDescriptor(Varyings.name, "elementToWorld0", "VARYINGS_NEED_ELEMENT_TO_WORLD", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation"); 76 public static FieldDescriptor elementToWorld1 = new FieldDescriptor(Varyings.name, "elementToWorld1", "VARYINGS_NEED_ELEMENT_TO_WORLD", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation"); 77 public static FieldDescriptor elementToWorld2 = new FieldDescriptor(Varyings.name, "elementToWorld2", "VARYINGS_NEED_ELEMENT_TO_WORLD", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation"); 78 } 79 80 public struct VertexDescriptionInputs 81 { 82 public static string name = "VertexDescriptionInputs"; 83 public static FieldDescriptor ObjectSpaceNormal = new FieldDescriptor(VertexDescriptionInputs.name, "ObjectSpaceNormal", "", ShaderValueType.Float3, 84 subscriptOptions: StructFieldOptions.Optional); 85 public static FieldDescriptor ViewSpaceNormal = new FieldDescriptor(VertexDescriptionInputs.name, "ViewSpaceNormal", "", ShaderValueType.Float3, 86 subscriptOptions: StructFieldOptions.Optional); 87 public static FieldDescriptor WorldSpaceNormal = new FieldDescriptor(VertexDescriptionInputs.name, "WorldSpaceNormal", "", ShaderValueType.Float3, 88 subscriptOptions: StructFieldOptions.Optional); 89 public static FieldDescriptor TangentSpaceNormal = new FieldDescriptor(VertexDescriptionInputs.name, "TangentSpaceNormal", "", ShaderValueType.Float3, 90 subscriptOptions: StructFieldOptions.Optional); 91 92 public static FieldDescriptor ObjectSpaceTangent = new FieldDescriptor(VertexDescriptionInputs.name, "ObjectSpaceTangent", "", ShaderValueType.Float3, 93 subscriptOptions: StructFieldOptions.Optional); 94 public static FieldDescriptor ViewSpaceTangent = new FieldDescriptor(VertexDescriptionInputs.name, "ViewSpaceTangent", "", ShaderValueType.Float3, 95 subscriptOptions: StructFieldOptions.Optional); 96 public static FieldDescriptor WorldSpaceTangent = new FieldDescriptor(VertexDescriptionInputs.name, "WorldSpaceTangent", "", ShaderValueType.Float3, 97 subscriptOptions: StructFieldOptions.Optional); 98 public static FieldDescriptor TangentSpaceTangent = new FieldDescriptor(VertexDescriptionInputs.name, "TangentSpaceTangent", "", ShaderValueType.Float3, 99 subscriptOptions: StructFieldOptions.Optional); 100 101 public static FieldDescriptor ObjectSpaceBiTangent = new FieldDescriptor(VertexDescriptionInputs.name, "ObjectSpaceBiTangent", "", ShaderValueType.Float3, 102 subscriptOptions: StructFieldOptions.Optional); 103 public static FieldDescriptor ViewSpaceBiTangent = new FieldDescriptor(VertexDescriptionInputs.name, "ViewSpaceBiTangent", "", ShaderValueType.Float3, 104 subscriptOptions: StructFieldOptions.Optional); 105 public static FieldDescriptor WorldSpaceBiTangent = new FieldDescriptor(VertexDescriptionInputs.name, "WorldSpaceBiTangent", "", ShaderValueType.Float3, 106 subscriptOptions: StructFieldOptions.Optional); 107 public static FieldDescriptor TangentSpaceBiTangent = new FieldDescriptor(VertexDescriptionInputs.name, "TangentSpaceBiTangent", "", ShaderValueType.Float3, 108 subscriptOptions: StructFieldOptions.Optional); 109 110 public static FieldDescriptor ObjectSpaceViewDirection = new FieldDescriptor(VertexDescriptionInputs.name, "ObjectSpaceViewDirection", "", ShaderValueType.Float3, 111 subscriptOptions: StructFieldOptions.Optional); 112 public static FieldDescriptor ViewSpaceViewDirection = new FieldDescriptor(VertexDescriptionInputs.name, "ViewSpaceViewDirection", "", ShaderValueType.Float3, 113 subscriptOptions: StructFieldOptions.Optional); 114 public static FieldDescriptor WorldSpaceViewDirection = new FieldDescriptor(VertexDescriptionInputs.name, "WorldSpaceViewDirection", "", ShaderValueType.Float3, 115 subscriptOptions: StructFieldOptions.Optional); 116 public static FieldDescriptor TangentSpaceViewDirection = new FieldDescriptor(VertexDescriptionInputs.name, "TangentSpaceViewDirection", "", ShaderValueType.Float3, 117 subscriptOptions: StructFieldOptions.Optional); 118 119 public static FieldDescriptor ObjectSpacePosition = new FieldDescriptor(VertexDescriptionInputs.name, "ObjectSpacePosition", "", ShaderValueType.Float3, 120 subscriptOptions: StructFieldOptions.Optional); 121 public static FieldDescriptor ViewSpacePosition = new FieldDescriptor(VertexDescriptionInputs.name, "ViewSpacePosition", "", ShaderValueType.Float3, 122 subscriptOptions: StructFieldOptions.Optional); 123 public static FieldDescriptor WorldSpacePosition = new FieldDescriptor(VertexDescriptionInputs.name, "WorldSpacePosition", "", ShaderValueType.Float3, 124 subscriptOptions: StructFieldOptions.Optional); 125 public static FieldDescriptor TangentSpacePosition = new FieldDescriptor(VertexDescriptionInputs.name, "TangentSpacePosition", "", ShaderValueType.Float3, 126 subscriptOptions: StructFieldOptions.Optional); 127 public static FieldDescriptor AbsoluteWorldSpacePosition = new FieldDescriptor(VertexDescriptionInputs.name, "AbsoluteWorldSpacePosition", "", ShaderValueType.Float3, 128 subscriptOptions: StructFieldOptions.Optional); 129 130 public static FieldDescriptor ObjectSpacePositionPredisplacement = new FieldDescriptor(VertexDescriptionInputs.name, "ObjectSpacePositionPredisplacement", "", ShaderValueType.Float3, 131 subscriptOptions: StructFieldOptions.Optional); 132 public static FieldDescriptor ViewSpacePositionPredisplacement = new FieldDescriptor(VertexDescriptionInputs.name, "ViewSpacePositionPredisplacement", "", ShaderValueType.Float3, 133 subscriptOptions: StructFieldOptions.Optional); 134 public static FieldDescriptor WorldSpacePositionPredisplacement = new FieldDescriptor(VertexDescriptionInputs.name, "WorldSpacePositionPredisplacement", "", ShaderValueType.Float3, 135 subscriptOptions: StructFieldOptions.Optional); 136 public static FieldDescriptor TangentSpacePositionPredisplacement = new FieldDescriptor(VertexDescriptionInputs.name, "TangentSpacePositionPredisplacement", "", ShaderValueType.Float3, 137 subscriptOptions: StructFieldOptions.Optional); 138 public static FieldDescriptor AbsoluteWorldSpacePositionPredisplacement = new FieldDescriptor(VertexDescriptionInputs.name, "AbsoluteWorldSpacePositionPredisplacement", "", ShaderValueType.Float3, 139 subscriptOptions: StructFieldOptions.Optional); 140 141 public static FieldDescriptor ScreenPosition = new FieldDescriptor(VertexDescriptionInputs.name, "ScreenPosition", "", ShaderValueType.Float4, 142 subscriptOptions: StructFieldOptions.Optional); 143 public static FieldDescriptor NDCPosition = new FieldDescriptor(VertexDescriptionInputs.name, "NDCPosition", "", ShaderValueType.Float2, 144 subscriptOptions: StructFieldOptions.Optional); 145 public static FieldDescriptor PixelPosition = new FieldDescriptor(VertexDescriptionInputs.name, "PixelPosition", "", ShaderValueType.Float2, 146 subscriptOptions: StructFieldOptions.Optional); 147 148 public static FieldDescriptor uv0 = new FieldDescriptor(VertexDescriptionInputs.name, "uv0", "", ShaderValueType.Float4, 149 subscriptOptions: StructFieldOptions.Optional); 150 public static FieldDescriptor uv1 = new FieldDescriptor(VertexDescriptionInputs.name, "uv1", "", ShaderValueType.Float4, 151 subscriptOptions: StructFieldOptions.Optional); 152 public static FieldDescriptor uv2 = new FieldDescriptor(VertexDescriptionInputs.name, "uv2", "", ShaderValueType.Float4, 153 subscriptOptions: StructFieldOptions.Optional); 154 public static FieldDescriptor uv3 = new FieldDescriptor(VertexDescriptionInputs.name, "uv3", "", ShaderValueType.Float4, 155 subscriptOptions: StructFieldOptions.Optional); 156 public static FieldDescriptor VertexColor = new FieldDescriptor(VertexDescriptionInputs.name, "VertexColor", "", ShaderValueType.Float4, 157 subscriptOptions: StructFieldOptions.Optional); 158 public static FieldDescriptor TimeParameters = new FieldDescriptor(VertexDescriptionInputs.name, "TimeParameters", "", ShaderValueType.Float3, 159 subscriptOptions: StructFieldOptions.Optional); 160 161 public static FieldDescriptor BoneWeights = new FieldDescriptor(VertexDescriptionInputs.name, "BoneWeights", "", ShaderValueType.Float4, 162 subscriptOptions: StructFieldOptions.Optional); 163 public static FieldDescriptor BoneIndices = new FieldDescriptor(VertexDescriptionInputs.name, "BoneIndices", "", ShaderValueType.Uint4, 164 subscriptOptions: StructFieldOptions.Optional); 165 166 public static FieldDescriptor VertexID = new FieldDescriptor(VertexDescriptionInputs.name, "VertexID", "", ShaderValueType.Uint, 167 subscriptOptions: StructFieldOptions.Optional); 168 169 public static FieldDescriptor InstanceID = new FieldDescriptor(VertexDescriptionInputs.name, "InstanceID", "", ShaderValueType.Uint, 170 subscriptOptions: StructFieldOptions.Optional); 171 } 172 173 public struct SurfaceDescriptionInputs 174 { 175 public static string name = "SurfaceDescriptionInputs"; 176 public static FieldDescriptor ObjectSpaceNormal = new FieldDescriptor(SurfaceDescriptionInputs.name, "ObjectSpaceNormal", "", ShaderValueType.Float3, 177 subscriptOptions: StructFieldOptions.Optional); 178 public static FieldDescriptor ViewSpaceNormal = new FieldDescriptor(SurfaceDescriptionInputs.name, "ViewSpaceNormal", "", ShaderValueType.Float3, 179 subscriptOptions: StructFieldOptions.Optional); 180 public static FieldDescriptor WorldSpaceNormal = new FieldDescriptor(SurfaceDescriptionInputs.name, "WorldSpaceNormal", "", ShaderValueType.Float3, 181 subscriptOptions: StructFieldOptions.Optional); 182 public static FieldDescriptor TangentSpaceNormal = new FieldDescriptor(SurfaceDescriptionInputs.name, "TangentSpaceNormal", "", ShaderValueType.Float3, 183 subscriptOptions: StructFieldOptions.Optional); 184 185 public static FieldDescriptor ObjectSpaceTangent = new FieldDescriptor(SurfaceDescriptionInputs.name, "ObjectSpaceTangent", "", ShaderValueType.Float3, 186 subscriptOptions: StructFieldOptions.Optional); 187 public static FieldDescriptor ViewSpaceTangent = new FieldDescriptor(SurfaceDescriptionInputs.name, "ViewSpaceTangent", "", ShaderValueType.Float3, 188 subscriptOptions: StructFieldOptions.Optional); 189 public static FieldDescriptor WorldSpaceTangent = new FieldDescriptor(SurfaceDescriptionInputs.name, "WorldSpaceTangent", "", ShaderValueType.Float3, 190 subscriptOptions: StructFieldOptions.Optional); 191 public static FieldDescriptor TangentSpaceTangent = new FieldDescriptor(SurfaceDescriptionInputs.name, "TangentSpaceTangent", "", ShaderValueType.Float3, 192 subscriptOptions: StructFieldOptions.Optional); 193 194 public static FieldDescriptor ObjectSpaceBiTangent = new FieldDescriptor(SurfaceDescriptionInputs.name, "ObjectSpaceBiTangent", "", ShaderValueType.Float3, 195 subscriptOptions: StructFieldOptions.Optional); 196 public static FieldDescriptor ViewSpaceBiTangent = new FieldDescriptor(SurfaceDescriptionInputs.name, "ViewSpaceBiTangent", "", ShaderValueType.Float3, 197 subscriptOptions: StructFieldOptions.Optional); 198 public static FieldDescriptor WorldSpaceBiTangent = new FieldDescriptor(SurfaceDescriptionInputs.name, "WorldSpaceBiTangent", "", ShaderValueType.Float3, 199 subscriptOptions: StructFieldOptions.Optional); 200 public static FieldDescriptor TangentSpaceBiTangent = new FieldDescriptor(SurfaceDescriptionInputs.name, "TangentSpaceBiTangent", "", ShaderValueType.Float3, 201 subscriptOptions: StructFieldOptions.Optional); 202 203 public static FieldDescriptor ObjectSpaceViewDirection = new FieldDescriptor(SurfaceDescriptionInputs.name, "ObjectSpaceViewDirection", "", ShaderValueType.Float3, 204 subscriptOptions: StructFieldOptions.Optional); 205 public static FieldDescriptor ViewSpaceViewDirection = new FieldDescriptor(SurfaceDescriptionInputs.name, "ViewSpaceViewDirection", "", ShaderValueType.Float3, 206 subscriptOptions: StructFieldOptions.Optional); 207 public static FieldDescriptor WorldSpaceViewDirection = new FieldDescriptor(SurfaceDescriptionInputs.name, "WorldSpaceViewDirection", "", ShaderValueType.Float3, 208 subscriptOptions: StructFieldOptions.Optional); 209 public static FieldDescriptor TangentSpaceViewDirection = new FieldDescriptor(SurfaceDescriptionInputs.name, "TangentSpaceViewDirection", "", ShaderValueType.Float3, 210 subscriptOptions: StructFieldOptions.Optional); 211 212 public static FieldDescriptor ObjectSpacePosition = new FieldDescriptor(SurfaceDescriptionInputs.name, "ObjectSpacePosition", "", ShaderValueType.Float3, 213 subscriptOptions: StructFieldOptions.Optional); 214 public static FieldDescriptor ViewSpacePosition = new FieldDescriptor(SurfaceDescriptionInputs.name, "ViewSpacePosition", "", ShaderValueType.Float3, 215 subscriptOptions: StructFieldOptions.Optional); 216 public static FieldDescriptor WorldSpacePosition = new FieldDescriptor(SurfaceDescriptionInputs.name, "WorldSpacePosition", "", ShaderValueType.Float3, 217 subscriptOptions: StructFieldOptions.Optional); 218 public static FieldDescriptor TangentSpacePosition = new FieldDescriptor(SurfaceDescriptionInputs.name, "TangentSpacePosition", "", ShaderValueType.Float3, 219 subscriptOptions: StructFieldOptions.Optional); 220 public static FieldDescriptor AbsoluteWorldSpacePosition = new FieldDescriptor(SurfaceDescriptionInputs.name, "AbsoluteWorldSpacePosition", "", ShaderValueType.Float3, 221 subscriptOptions: StructFieldOptions.Optional); 222 223 public static FieldDescriptor ObjectSpacePositionPredisplacement = new FieldDescriptor(SurfaceDescriptionInputs.name, "ObjectSpacePositionPredisplacement", "", ShaderValueType.Float3, 224 subscriptOptions: StructFieldOptions.Optional); 225 public static FieldDescriptor ViewSpacePositionPredisplacement = new FieldDescriptor(SurfaceDescriptionInputs.name, "ViewSpacePositionPredisplacement", "", ShaderValueType.Float3, 226 subscriptOptions: StructFieldOptions.Optional); 227 public static FieldDescriptor WorldSpacePositionPredisplacement = new FieldDescriptor(SurfaceDescriptionInputs.name, "WorldSpacePositionPredisplacement", "", ShaderValueType.Float3, 228 subscriptOptions: StructFieldOptions.Optional); 229 public static FieldDescriptor TangentSpacePositionPredisplacement = new FieldDescriptor(SurfaceDescriptionInputs.name, "TangentSpacePositionPredisplacement", "", ShaderValueType.Float3, 230 subscriptOptions: StructFieldOptions.Optional); 231 public static FieldDescriptor AbsoluteWorldSpacePositionPredisplacement = new FieldDescriptor(SurfaceDescriptionInputs.name, "AbsoluteWorldSpacePositionPredisplacement", "", ShaderValueType.Float3, 232 subscriptOptions: StructFieldOptions.Optional); 233 234 public static FieldDescriptor ScreenPosition = new FieldDescriptor(SurfaceDescriptionInputs.name, "ScreenPosition", "", ShaderValueType.Float4, 235 subscriptOptions: StructFieldOptions.Optional); 236 public static FieldDescriptor NDCPosition = new FieldDescriptor(SurfaceDescriptionInputs.name, "NDCPosition", "", ShaderValueType.Float2, 237 subscriptOptions: StructFieldOptions.Optional); 238 public static FieldDescriptor PixelPosition = new FieldDescriptor(SurfaceDescriptionInputs.name, "PixelPosition", "", ShaderValueType.Float2, 239 subscriptOptions: StructFieldOptions.Optional); 240 241 public static FieldDescriptor uv0 = new FieldDescriptor(SurfaceDescriptionInputs.name, "uv0", "", ShaderValueType.Float4, 242 subscriptOptions: StructFieldOptions.Optional); 243 public static FieldDescriptor uv1 = new FieldDescriptor(SurfaceDescriptionInputs.name, "uv1", "", ShaderValueType.Float4, 244 subscriptOptions: StructFieldOptions.Optional); 245 public static FieldDescriptor uv2 = new FieldDescriptor(SurfaceDescriptionInputs.name, "uv2", "", ShaderValueType.Float4, 246 subscriptOptions: StructFieldOptions.Optional); 247 public static FieldDescriptor uv3 = new FieldDescriptor(SurfaceDescriptionInputs.name, "uv3", "", ShaderValueType.Float4, 248 subscriptOptions: StructFieldOptions.Optional); 249 250 public static FieldDescriptor VertexColor = new FieldDescriptor(SurfaceDescriptionInputs.name, "VertexColor", "", ShaderValueType.Float4, 251 subscriptOptions: StructFieldOptions.Optional); 252 public static FieldDescriptor TimeParameters = new FieldDescriptor(SurfaceDescriptionInputs.name, "TimeParameters", "", ShaderValueType.Float3, 253 subscriptOptions: StructFieldOptions.Optional); 254 public static FieldDescriptor FaceSign = new FieldDescriptor(SurfaceDescriptionInputs.name, "FaceSign", "", ShaderValueType.Float, 255 subscriptOptions: StructFieldOptions.Optional); 256 257 public static FieldDescriptor BoneWeights = new FieldDescriptor(SurfaceDescriptionInputs.name, "BoneWeights", "", ShaderValueType.Float4, 258 subscriptOptions: StructFieldOptions.Optional); 259 public static FieldDescriptor BoneIndices = new FieldDescriptor(SurfaceDescriptionInputs.name, "BoneIndices", "", ShaderValueType.Uint4, 260 subscriptOptions: StructFieldOptions.Optional); 261 262 public static FieldDescriptor VertexID = new FieldDescriptor(SurfaceDescriptionInputs.name, "VertexID", "", ShaderValueType.Uint, 263 subscriptOptions: StructFieldOptions.Optional); 264 265 public static FieldDescriptor InstanceID = new FieldDescriptor(SurfaceDescriptionInputs.name, "InstanceID", "", ShaderValueType.Uint, 266 subscriptOptions: StructFieldOptions.Optional); 267 268 // VFX 269 public static FieldDescriptor worldToElement = new FieldDescriptor(SurfaceDescriptionInputs.name, "worldToElement", "", ShaderValueType.Matrix4, subscriptOptions: StructFieldOptions.Optional); 270 public static FieldDescriptor elementToWorld = new FieldDescriptor(SurfaceDescriptionInputs.name, "elementToWorld", "", ShaderValueType.Matrix4, subscriptOptions: StructFieldOptions.Optional); 271 } 272 } 273}