39 lines
1.5 KiB
C#

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;
};
}
}