using UnityEditor.ShaderGraph; namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { static class HDStructFields { public struct AttributesMesh { public static string name = "AttributesMesh"; public static FieldDescriptor positionOS = new FieldDescriptor(AttributesMesh.name, "positionOS", "", ShaderValueType.Float3, "POSITION"); public static FieldDescriptor normalOS = new FieldDescriptor(AttributesMesh.name, "normalOS", "ATTRIBUTES_NEED_NORMAL", ShaderValueType.Float3, "NORMAL", subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor tangentOS = new FieldDescriptor(AttributesMesh.name, "tangentOS", "ATTRIBUTES_NEED_TANGENT", ShaderValueType.Float4, "TANGENT", subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor uv0 = new FieldDescriptor(AttributesMesh.name, "uv0", "ATTRIBUTES_NEED_TEXCOORD0", ShaderValueType.Float4, "TEXCOORD0", subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor uv1 = new FieldDescriptor(AttributesMesh.name, "uv1", "ATTRIBUTES_NEED_TEXCOORD1", ShaderValueType.Float4, "TEXCOORD1", subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor uv2 = new FieldDescriptor(AttributesMesh.name, "uv2", "ATTRIBUTES_NEED_TEXCOORD2", ShaderValueType.Float4, "TEXCOORD2", subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor uv3 = new FieldDescriptor(AttributesMesh.name, "uv3", "ATTRIBUTES_NEED_TEXCOORD3", ShaderValueType.Float4, "TEXCOORD3", subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor weights = new FieldDescriptor(AttributesMesh.name, "weights", "ATTRIBUTES_NEED_BLENDWEIGHTS", ShaderValueType.Float4, "BLENDWEIGHTS", subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor indices = new FieldDescriptor(AttributesMesh.name, "indices", "ATTRIBUTES_NEED_BLENDINDICES", ShaderValueType.Uint4, "BLENDINDICES", subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor color = new FieldDescriptor(AttributesMesh.name, "color", "ATTRIBUTES_NEED_COLOR", ShaderValueType.Float4, "COLOR", subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor instanceID = new FieldDescriptor(AttributesMesh.name, "instanceID", "ATTRIBUTES_NEED_INSTANCEID", ShaderValueType.Uint, "INSTANCEID_SEMANTIC", "UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)"); public static FieldDescriptor vertexID = new FieldDescriptor(AttributesMesh.name, "vertexID", "ATTRIBUTES_NEED_VERTEXID", ShaderValueType.Uint, "VERTEXID_SEMANTIC", subscriptOptions: StructFieldOptions.Optional); } public struct VaryingsMeshToPS { public static string name = "VaryingsMeshToPS"; public static FieldDescriptor positionCS = new FieldDescriptor(VaryingsMeshToPS.name, "positionCS", "", ShaderValueType.Float4, "SV_POSITION", interpolation: "SV_POSITION_QUALIFIERS"); public static FieldDescriptor positionRWS = new FieldDescriptor(VaryingsMeshToPS.name, "positionRWS", "VARYINGS_NEED_POSITION_WS", ShaderValueType.Float3, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor positionPredisplacementRWS = new FieldDescriptor(VaryingsMeshToPS.name, "positionPredisplacementRWS", "VARYINGS_NEED_POSITIONPREDISPLACEMENT_WS", ShaderValueType.Float3, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor normalWS = new FieldDescriptor(VaryingsMeshToPS.name, "normalWS", "VARYINGS_NEED_NORMAL_WS", ShaderValueType.Float3, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor tangentWS = new FieldDescriptor(VaryingsMeshToPS.name, "tangentWS", "VARYINGS_NEED_TANGENT_WS", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor texCoord0 = new FieldDescriptor(VaryingsMeshToPS.name, "texCoord0", "VARYINGS_NEED_TEXCOORD0", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor texCoord1 = new FieldDescriptor(VaryingsMeshToPS.name, "texCoord1", "VARYINGS_NEED_TEXCOORD1", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor texCoord2 = new FieldDescriptor(VaryingsMeshToPS.name, "texCoord2", "VARYINGS_NEED_TEXCOORD2", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor texCoord3 = new FieldDescriptor(VaryingsMeshToPS.name, "texCoord3", "VARYINGS_NEED_TEXCOORD3", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor color = new FieldDescriptor(VaryingsMeshToPS.name, "color", "VARYINGS_NEED_COLOR", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor instanceID = new FieldDescriptor(VaryingsMeshToPS.name, "instanceID", "VARYINGS_NEED_INSTANCEID", ShaderValueType.Uint, "CUSTOM_INSTANCE_ID", "UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)"); // Note: we don't generate cullFace here as it is always present in VertMesh.hlsl // VFX public static FieldDescriptor worldToElement0 = new FieldDescriptor(VaryingsMeshToPS.name, "worldToElement0", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation"); public static FieldDescriptor worldToElement1 = new FieldDescriptor(VaryingsMeshToPS.name, "worldToElement1", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation"); public static FieldDescriptor worldToElement2 = new FieldDescriptor(VaryingsMeshToPS.name, "worldToElement2", "VARYINGS_NEED_WORLD_TO_ELEMENT", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation"); public static FieldDescriptor elementToWorld0 = new FieldDescriptor(VaryingsMeshToPS.name, "elementToWorld0", "VARYINGS_NEED_ELEMENT_TO_WORLD", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation"); public static FieldDescriptor elementToWorld1 = new FieldDescriptor(VaryingsMeshToPS.name, "elementToWorld1", "VARYINGS_NEED_ELEMENT_TO_WORLD", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation"); public static FieldDescriptor elementToWorld2 = new FieldDescriptor(VaryingsMeshToPS.name, "elementToWorld2", "VARYINGS_NEED_ELEMENT_TO_WORLD", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional, interpolation: "nointerpolation"); } public struct VaryingsMeshToDS { public static string name = "VaryingsMeshToDS"; public static FieldDescriptor positionRWS = new FieldDescriptor(VaryingsMeshToDS.name, "positionRWS", "VARYINGS_DS_NEED_POSITION_WS", ShaderValueType.Float3); public static FieldDescriptor positionPredisplacementRWS = new FieldDescriptor(VaryingsMeshToDS.name, "positionPredisplacementRWS", "VARYINGS_DS_NEED_POSITIONPREDISPLACEMENT_WS", ShaderValueType.Float3); public static FieldDescriptor tessellationFactor = new FieldDescriptor(VaryingsMeshToDS.name, "tessellationFactor", "VARYINGS_DS_NEED_TESSELLATION_FACTOR", ShaderValueType.Float); public static FieldDescriptor normalWS = new FieldDescriptor(VaryingsMeshToDS.name, "normalWS", "VARYINGS_DS_NEED_NORMAL_WS", ShaderValueType.Float3); public static FieldDescriptor tangentWS = new FieldDescriptor(VaryingsMeshToDS.name, "tangentWS", "VARYINGS_DS_NEED_TANGENT_WS", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor texCoord0 = new FieldDescriptor(VaryingsMeshToDS.name, "texCoord0", "VARYINGS_DS_NEED_TEXCOORD0", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor texCoord1 = new FieldDescriptor(VaryingsMeshToDS.name, "texCoord1", "VARYINGS_DS_NEED_TEXCOORD1", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor texCoord2 = new FieldDescriptor(VaryingsMeshToDS.name, "texCoord2", "VARYINGS_DS_NEED_TEXCOORD2", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor texCoord3 = new FieldDescriptor(VaryingsMeshToDS.name, "texCoord3", "VARYINGS_DS_NEED_TEXCOORD3", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor color = new FieldDescriptor(VaryingsMeshToDS.name, "color", "VARYINGS_DS_NEED_COLOR", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor instanceID = new FieldDescriptor(VaryingsMeshToDS.name, "instanceID", "VARYINGS_DS_NEED_INSTANCEID", ShaderValueType.Uint, "CUSTOM_INSTANCE_ID", "UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_DS_NEED_INSTANCEID) || defined(VARYINGS_NEED_INSTANCEID)"); } public struct FragInputs { public static string name = "FragInputs"; public static FieldDescriptor positionRWS = new FieldDescriptor(FragInputs.name, "positionRWS", "", ShaderValueType.Float3, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor positionPredisplacementRWS = new FieldDescriptor(FragInputs.name, "positionPredisplacementRWS", "", ShaderValueType.Float3, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor positionPixel = new FieldDescriptor(FragInputs.name, "positionPixel", "", ShaderValueType.Float2, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor tangentToWorld = new FieldDescriptor(FragInputs.name, "tangentToWorld", "", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor texCoord0 = new FieldDescriptor(FragInputs.name, "texCoord0", "", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor texCoord1 = new FieldDescriptor(FragInputs.name, "texCoord1", "", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor texCoord2 = new FieldDescriptor(FragInputs.name, "texCoord2", "", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor texCoord3 = new FieldDescriptor(FragInputs.name, "texCoord3", "", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor color = new FieldDescriptor(FragInputs.name, "color", "", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor primitiveID = new FieldDescriptor(FragInputs.name, "primitiveID", "", ShaderValueType.Uint, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor IsFrontFace = new FieldDescriptor(FragInputs.name, "isFrontFace", "", ShaderValueType.Boolean, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor instanceID = new FieldDescriptor(FragInputs.name, "instanceID", "", ShaderValueType.Uint, subscriptOptions: StructFieldOptions.Optional); // VFX public static FieldDescriptor worldToElement = new FieldDescriptor(FragInputs.name, "worldToElement", "", ShaderValueType.Matrix4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor elementToWorld = new FieldDescriptor(FragInputs.name, "elementToWorld", "", ShaderValueType.Matrix4, subscriptOptions: StructFieldOptions.Optional); } } }