using UnityEngine.Rendering.HighDefinition.Attributes; //----------------------------------------------------------------------------- // structure definition //----------------------------------------------------------------------------- namespace UnityEngine.Rendering.HighDefinition { class Unlit : RenderPipelineMaterial { //----------------------------------------------------------------------------- // SurfaceData //----------------------------------------------------------------------------- // Main structure that store the user data (i.e user input of master node in material graph) [GenerateHLSL(PackingRules.Exact, false, false, true, 300)] public struct SurfaceData { [MaterialSharedPropertyMapping(MaterialSharedProperty.Albedo)] [SurfaceDataAttributes("Color", false, true)] public Vector3 color; [MaterialSharedPropertyMapping(MaterialSharedProperty.Normal)] [SurfaceDataAttributes(new string[] {"Normal", "Normal View Space"}, true)] public Vector3 normalWS; }; //----------------------------------------------------------------------------- // BSDFData //----------------------------------------------------------------------------- [GenerateHLSL(PackingRules.Exact, false, false, true, 350)] public struct BSDFData { [SurfaceDataAttributes("", false, true)] public Vector3 color; }; } }