using System; using UnityEditor.ShaderGraph; using UnityEngine.Rendering; namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { static class CreateDecalShaderGraph { [MenuItem("Assets/Create/Shader Graph/HDRP/Decal Shader Graph", priority = CoreUtils.Priorities.assetsCreateShaderMenuPriority + 1)] public static void CreateDecalGraph() { var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget)); target.TrySetActiveSubTarget(typeof(DecalSubTarget)); var blockDescriptors = new[] { BlockFields.VertexDescription.Position, BlockFields.VertexDescription.Normal, BlockFields.VertexDescription.Tangent, BlockFields.SurfaceDescription.BaseColor, BlockFields.SurfaceDescription.Alpha, BlockFields.SurfaceDescription.NormalTS, HDBlockFields.SurfaceDescription.NormalAlpha, BlockFields.SurfaceDescription.Metallic, BlockFields.SurfaceDescription.Occlusion, BlockFields.SurfaceDescription.Smoothness, HDBlockFields.SurfaceDescription.MAOSAlpha, BlockFields.SurfaceDescription.Emission, }; GraphUtil.CreateNewGraphWithOutputs(new[] { target }, blockDescriptors); } } }