using UnityEditor.ShaderGraph; namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { static class HDStructs { public static StructDescriptor AttributesMesh = new StructDescriptor() { name = "AttributesMesh", packFields = false, fields = new FieldDescriptor[] { HDStructFields.AttributesMesh.positionOS, HDStructFields.AttributesMesh.normalOS, HDStructFields.AttributesMesh.tangentOS, HDStructFields.AttributesMesh.uv0, HDStructFields.AttributesMesh.uv1, HDStructFields.AttributesMesh.uv2, HDStructFields.AttributesMesh.uv3, HDStructFields.AttributesMesh.color, HDStructFields.AttributesMesh.instanceID, HDStructFields.AttributesMesh.weights, HDStructFields.AttributesMesh.indices, HDStructFields.AttributesMesh.vertexID, } }; public static StructDescriptor VaryingsMeshToPS = new StructDescriptor() { name = "VaryingsMeshToPS", packFields = true, fields = new FieldDescriptor[] { HDStructFields.VaryingsMeshToPS.positionCS, HDStructFields.VaryingsMeshToPS.positionRWS, HDStructFields.VaryingsMeshToPS.normalWS, HDStructFields.VaryingsMeshToPS.tangentWS, HDStructFields.VaryingsMeshToPS.texCoord0, HDStructFields.VaryingsMeshToPS.texCoord1, HDStructFields.VaryingsMeshToPS.texCoord2, HDStructFields.VaryingsMeshToPS.texCoord3, HDStructFields.VaryingsMeshToPS.color, HDStructFields.VaryingsMeshToPS.instanceID, } }; public static StructDescriptor VaryingsMeshToDS = new StructDescriptor() { name = "VaryingsMeshToDS", packFields = true, fields = new FieldDescriptor[] { HDStructFields.VaryingsMeshToDS.positionRWS, HDStructFields.VaryingsMeshToDS.normalWS, HDStructFields.VaryingsMeshToDS.tangentWS, HDStructFields.VaryingsMeshToDS.texCoord0, HDStructFields.VaryingsMeshToDS.texCoord1, HDStructFields.VaryingsMeshToDS.texCoord2, HDStructFields.VaryingsMeshToDS.texCoord3, HDStructFields.VaryingsMeshToDS.color, HDStructFields.VaryingsMeshToDS.instanceID, } }; } }