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using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
using UnityEditor.ShaderGraph;
using UnityEditor.ShaderGraph.Legacy;
namespace UnityEditor.Rendering.HighDefinition.ShaderGraph.Legacy
{
[FormerName("UnityEditor.Experimental.Rendering.HDPipeline.StackLitMasterNode")]
[FormerName("UnityEditor.Rendering.HighDefinition.StackLitMasterNode")]
[FormerName("UnityEditor.ShaderGraph.StackLitMasterNode")]
class StackLitMasterNode1 : AbstractMaterialNode, IMasterNode1
{
public enum SurfaceType
{
Opaque,
Transparent
}
public enum AlphaMode
{
Alpha,
Premultiply,
Additive,
}
public enum SpecularOcclusionBaseMode
{
Off = 0,
DirectFromAO = 1, // TriACE
ConeConeFromBentAO = 2,
SPTDIntegrationOfBentAO = 3,
Custom = 4,
}
public enum SpecularOcclusionBaseModeSimple
{
Off = 0,
DirectFromAO = 1, // TriACE
SPTDIntegrationOfBentAO = 3,
Custom = 4,
}
public enum SpecularOcclusionAOConeSize
{
UniformAO,
CosWeightedAO,
CosWeightedBentCorrectAO
}
// This is in case SSAO-based SO method requires it (the SSAO we have doesn't provide a direction)
public enum SpecularOcclusionAOConeDir
{
GeomNormal,
BentNormal,
ShadingNormal
}
// SO Bent cone fixup is only for methods using visibility cone and only for the data based SO:
public enum SpecularOcclusionConeFixupMethod
{
Off,
BoostBSDFRoughness,
TiltDirectionToGeomNormal,
BoostAndTilt,
}
public const int PositionSlotId = 0;
public const int BaseColorSlotId = 1;
public const int NormalSlotId = 2;
public const int BentNormalSlotId = 3;
public const int TangentSlotId = 4;
public const int SubsurfaceMaskSlotId = 5;
public const int ThicknessSlotId = 6;
public const int DiffusionProfileHashSlotId = 7;
public const int IridescenceMaskSlotId = 8;
public const int IridescenceThicknessSlotId = 9;
public const int SpecularColorSlotId = 10;
public const int DielectricIorSlotId = 11;
public const int MetallicSlotId = 12;
public const int EmissionSlotId = 13;
public const int SmoothnessASlotId = 14;
public const int SmoothnessBSlotId = 15;
public const int AmbientOcclusionSlotId = 16;
public const int AlphaSlotId = 17;
public const int AlphaClipThresholdSlotId = 18;
public const int AnisotropyASlotId = 19;
public const int AnisotropyBSlotId = 20;
public const int SpecularAAScreenSpaceVarianceSlotId = 21;
public const int SpecularAAThresholdSlotId = 22;
public const int DistortionSlotId = 23;
public const int DistortionBlurSlotId = 24;
public const int CoatSmoothnessSlotId = 25;
public const int CoatIorSlotId = 26;
public const int CoatThicknessSlotId = 27;
public const int CoatExtinctionSlotId = 28;
public const int CoatNormalSlotId = 29;
public const int LobeMixSlotId = 30;
public const int HazinessSlotId = 31;
public const int HazeExtentSlotId = 32;
public const int HazyGlossMaxDielectricF0SlotId = 33;
public const int LightingSlotId = 34;
public const int BackLightingSlotId = 35;
public const int SOFixupVisibilityRatioThresholdSlotId = 36;
public const int SOFixupStrengthFactorSlotId = 37;
public const int SOFixupMaxAddedRoughnessSlotId = 38;
public const int CoatMaskSlotId = 39;
public const int IridescenceCoatFixupTIRSlotId = 40;
public const int IridescenceCoatFixupTIRClampSlotId = 41;
public const int DepthOffsetSlotId = 42;
public const int VertexNormalSlotId = 44;
public const int VertexTangentSlotId = 45;
public const int SpecularOcclusionSlotId = 43; // for custom (external) SO replacing data based SO (which normally comes from some func of DataBasedSOMode(dataAO, optional bent normal))
public SurfaceType m_SurfaceType;
public AlphaMode m_AlphaMode;
public bool m_BlendPreserveSpecular;
public bool m_TransparencyFog;
public bool m_Distortion;
public DistortionMode m_DistortionMode;
public bool m_DistortionDepthTest;
public bool m_AlphaTest;
public int m_SortPriority;
public DoubleSidedMode m_DoubleSidedMode;
public NormalDropOffSpace m_NormalDropOffSpace;
public StackLit.BaseParametrization m_BaseParametrization;
public bool m_EnergyConservingSpecular;
public StackLit.DualSpecularLobeParametrization m_DualSpecularLobeParametrization;
public bool m_Anisotropy;
public bool m_Coat;
public bool m_CoatNormal;
public bool m_DualSpecularLobe;
public bool m_CapHazinessWrtMetallic;
public bool m_Iridescence;
public bool m_SubsurfaceScattering;
public bool m_Transmission;
public bool m_ReceiveDecals;
public bool m_ReceiveSSR;
public bool m_ReceivesSSRTransparent;
public bool m_AddPrecomputedVelocity;
public bool m_GeometricSpecularAA;
public SpecularOcclusionBaseMode m_ScreenSpaceSpecularOcclusionBaseMode;
public SpecularOcclusionBaseMode m_DataBasedSpecularOcclusionBaseMode;
public SpecularOcclusionAOConeSize m_ScreenSpaceSpecularOcclusionAOConeSize; // This is still provided to tweak the effect of SSAO on the SO.
public SpecularOcclusionAOConeDir m_ScreenSpaceSpecularOcclusionAOConeDir;
public SpecularOcclusionAOConeSize m_DataBasedSpecularOcclusionAOConeSize; // Only for SO methods using visibility cones (ie ConeCone and SPTD)
public SpecularOcclusionConeFixupMethod m_SpecularOcclusionConeFixupMethod;
public bool m_AnisotropyForAreaLights;
public bool m_RecomputeStackPerLight;
public bool m_HonorPerLightMinRoughness;
public bool m_ShadeBaseUsingRefractedAngles;
public bool m_Debug;
public bool m_DevMode;
public bool m_overrideBakedGI;
public bool m_depthOffset;
public bool m_ZWrite;
public TransparentCullMode m_transparentCullMode;
public CompareFunction m_ZTest;
public bool m_SupportLodCrossFade;
public bool m_DOTSInstancing;
public int m_MaterialNeedsUpdateHash;
public string m_ShaderGUIOverride;
public bool m_OverrideEnabled;
}
}