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}