using System; using UnityEngine; using UnityEngine.Rendering.HighDefinition; namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { class BuiltinData : HDTargetData { [SerializeField] bool m_Distortion = false; public bool distortion { get => m_Distortion; set => m_Distortion = value; } [SerializeField] DistortionMode m_DistortionMode; public DistortionMode distortionMode { get => m_DistortionMode; set => m_DistortionMode = value; } [SerializeField] bool m_DistortionDepthTest = true; public bool distortionDepthTest { get => m_DistortionDepthTest; set => m_DistortionDepthTest = value; } [SerializeField] bool m_AddPrecomputedVelocity = false; public bool addPrecomputedVelocity { get => m_AddPrecomputedVelocity; set => m_AddPrecomputedVelocity = value; } [SerializeField] bool m_TransparentWritesMotionVec; public bool transparentWritesMotionVec { get => m_TransparentWritesMotionVec; set => m_TransparentWritesMotionVec = value; } [SerializeField] bool m_DepthOffset; public bool depthOffset { get => m_DepthOffset; set => m_DepthOffset = value; } [SerializeField] bool m_ConservativeDepthOffset; public bool conservativeDepthOffset { get => m_ConservativeDepthOffset; set => m_ConservativeDepthOffset = value; } [SerializeField] bool m_TransparencyFog = true; public bool transparencyFog { get => m_TransparencyFog; set => m_TransparencyFog = value; } [SerializeField] bool m_AlphaTestShadow; public bool alphaTestShadow { get => m_AlphaTestShadow; set => m_AlphaTestShadow = value; } [SerializeField] bool m_BackThenFrontRendering; public bool backThenFrontRendering { get => m_BackThenFrontRendering; set => m_BackThenFrontRendering = value; } [SerializeField] bool m_TransparentDepthPrepass; public bool transparentDepthPrepass { get => m_TransparentDepthPrepass; set => m_TransparentDepthPrepass = value; } [SerializeField] bool m_TransparentDepthPostpass; public bool transparentDepthPostpass { get => m_TransparentDepthPostpass; set => m_TransparentDepthPostpass = value; } [SerializeField] bool m_TransparentPerPixelSorting; public bool transparentPerPixelSorting { get => m_TransparentPerPixelSorting; set => m_TransparentPerPixelSorting = value; } [SerializeField] bool m_SupportLodCrossFade; public bool supportLodCrossFade { get => m_SupportLodCrossFade; set => m_SupportLodCrossFade = value; } } }