using System; using UnityEditor.ShaderGraph; using UnityEngine.Rendering; namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { static class CreateEyeShaderGraph { [MenuItem("Assets/Create/Shader Graph/HDRP/Eye Shader Graph", priority = CoreUtils.Priorities.assetsCreateShaderMenuPriority + 3)] public static void CreateEyeGraph() { var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget)); target.TrySetActiveSubTarget(typeof(EyeSubTarget)); var blockDescriptors = new[] { BlockFields.VertexDescription.Position, BlockFields.VertexDescription.Normal, BlockFields.VertexDescription.Tangent, BlockFields.SurfaceDescription.BaseColor, BlockFields.SurfaceDescription.NormalTS, HDBlockFields.SurfaceDescription.BentNormal, BlockFields.SurfaceDescription.Smoothness, HDBlockFields.SurfaceDescription.IOR, BlockFields.SurfaceDescription.Occlusion, HDBlockFields.SurfaceDescription.Mask, BlockFields.SurfaceDescription.Emission, BlockFields.SurfaceDescription.Alpha, }; GraphUtil.CreateNewGraphWithOutputs(new[] { target }, blockDescriptors); } } }