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using UnityEngine;
using UnityEditor.ShaderGraph;
namespace UnityEditor.Rendering.Universal.ShaderGraph
{
static class UniversalBlockFields
{
[GenerateBlocks("Universal Render Pipeline")]
public struct SurfaceDescription
{
public static string name = "SurfaceDescription";
public static BlockFieldDescriptor SpriteMask = new BlockFieldDescriptor(SurfaceDescription.name, "SpriteMask", "Sprite Mask", "SURFACEDESCRIPTION_SPRITEMASK",
new ColorRGBAControl(new Color(1, 1, 1, 1)), ShaderStage.Fragment);
public static BlockFieldDescriptor NormalAlpha = new BlockFieldDescriptor(SurfaceDescription.name, "NormalAlpha", "Normal Alpha", "SURFACEDESCRIPTION_NORMALALPHA",
new FloatControl(1.0f), ShaderStage.Fragment);
public static BlockFieldDescriptor MAOSAlpha = new BlockFieldDescriptor(SurfaceDescription.name, "MAOSAlpha", "MAOS Alpha", "SURFACEDESCRIPTION_MAOSALPHA",
new FloatControl(1.0f), ShaderStage.Fragment);
}
}
}