2021-09-09 20:42:29 -04:00

68 lines
5.1 KiB
C#

using UnityEditor.ShaderGraph;
namespace UnityEditor.Rendering.HighDefinition
{
static class HDFields
{
#region Tags
public const string kMaterial = "Material";
public const string kDots = "Dots";
public const string kSpecular = "Specular";
public const string kDoubleSided = "DoubleSided";
public const string kDistortion = "Distortion";
public const string kShaderPass = "ShaderPass";
public const string kSubShader = "SubShader";
#endregion
#region Fields
// Material
public static FieldDescriptor Anisotropy = new FieldDescriptor(kMaterial, "Anisotropy", "_MATERIAL_FEATURE_TRANSMISSION 1");
public static FieldDescriptor Iridescence = new FieldDescriptor(kMaterial, "Iridescence", "_MATERIAL_FEATURE_TRANSMISSION 1");
public static FieldDescriptor SubsurfaceScattering = new FieldDescriptor(kMaterial, "SubsurfaceScattering", "_MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1");
public static FieldDescriptor Transmission = new FieldDescriptor(kMaterial, "Transmission", "_MATERIAL_FEATURE_TRANSMISSION 1");
// Dots
public static FieldDescriptor DotsInstancing = new FieldDescriptor(kDots, "Instancing", "");
public static FieldDescriptor DotsProperties = new FieldDescriptor(kDots, "Properties", "");
// Specular
public static FieldDescriptor EnergyConservingSpecular = new FieldDescriptor(kSpecular, "EnergyConserving", "_ENERGY_CONSERVING_SPECULAR 1");
public static FieldDescriptor SpecularAA = new FieldDescriptor(kSpecular, "AA", "_ENABLE_GEOMETRIC_SPECULAR_AA 1");
// Double Sided
public static FieldDescriptor DoubleSided = new FieldDescriptor(string.Empty, "DoubleSided", "");
public static FieldDescriptor DoubleSidedFlip = new FieldDescriptor(kDoubleSided, "Flip", "");
public static FieldDescriptor DoubleSidedMirror = new FieldDescriptor(kDoubleSided, "Mirror", "");
// Distortion
public static FieldDescriptor DistortionDepthTest = new FieldDescriptor(kDistortion, "DepthTest", "");
public static FieldDescriptor DistortionAdd = new FieldDescriptor(kDistortion, "Add", "");
public static FieldDescriptor DistortionMultiply = new FieldDescriptor(kDistortion, "Multiply", "");
public static FieldDescriptor DistortionReplace = new FieldDescriptor(kDistortion, "Replace", "");
public static FieldDescriptor TransparentDistortion = new FieldDescriptor(kDistortion, "TransparentDistortion", "");
// Specular Occlusion
public static FieldDescriptor SpecularOcclusion = new FieldDescriptor(string.Empty, "SpecularOcclusion", "_ENABLESPECULAROCCLUSION");
public static FieldDescriptor SpecularOcclusionFromAO = new FieldDescriptor(string.Empty, "SpecularOcclusionFromAO", "_SPECULAR_OCCLUSION_FROM_AO 1");
public static FieldDescriptor SpecularOcclusionFromAOBentNormal = new FieldDescriptor(string.Empty, "SpecularOcclusionFromAOBentNormal", "_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1");
public static FieldDescriptor SpecularOcclusionCustom = new FieldDescriptor(string.Empty, "SpecularOcclusionCustom", "_SPECULAR_OCCLUSION_CUSTOM 1");
// Misc
public static FieldDescriptor DoAlphaTestShadow = new FieldDescriptor(string.Empty, "DoAlphaTestShadow", "_DO_ALPHA_TEST_SHADOW 1");
public static FieldDescriptor DoAlphaTestPrepass = new FieldDescriptor(string.Empty, "DoAlphaTestPrepass", "_DO_ALPHA_TEST_PREPASS 1");
public static FieldDescriptor BentNormal = new FieldDescriptor(string.Empty, "BentNormal", "_BENT_NORMAL 1");
public static FieldDescriptor AmbientOcclusion = new FieldDescriptor(string.Empty, "AmbientOcclusion", "_AMBIENT_OCCLUSION 1");
public static FieldDescriptor CoatMask = new FieldDescriptor(string.Empty, "CoatMask", "_COAT_MASK 1");
public static FieldDescriptor LightingGI = new FieldDescriptor(string.Empty, "LightingGI", "_LIGHTING_GI 1");
public static FieldDescriptor BackLightingGI = new FieldDescriptor(string.Empty, "BackLightingGI", "_BACK_LIGHTING_GI 1");
public static FieldDescriptor DepthOffset = new FieldDescriptor(string.Empty, "DepthOffset", "_DEPTH_OFFSET 1");
public static FieldDescriptor TransparentBackFace = new FieldDescriptor(string.Empty, "TransparentBackFace", string.Empty);
public static FieldDescriptor TransparentDepthPrePass = new FieldDescriptor(string.Empty, "TransparentDepthPrePass", string.Empty);
public static FieldDescriptor TransparentDepthPostPass = new FieldDescriptor(string.Empty, "TransparentDepthPostPass", string.Empty);
public static FieldDescriptor RayTracing = new FieldDescriptor(string.Empty, "RayTracing", string.Empty);
public static FieldDescriptor Unlit = new FieldDescriptor(string.Empty, "Unlit", string.Empty);
#endregion
}
}