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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;
}
}
}