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- using System.Collections.Generic;
- namespace UnityEditor.ShaderGraph.Internal
- {
- public struct ShaderPass
- {
- // Definition
- public string displayName;
- public string referenceName;
- public string lightMode;
- public string passInclude;
- public string varyingsInclude;
- public bool useInPreview;
- // Setup
- public IEnumerable<string> pragmas;
- public IEnumerable<string> includes;
- public IEnumerable<KeywordDescriptor> keywords;
- // Port mask
- public List<int> vertexPorts;
- public List<int> pixelPorts;
- // Required fields
- public List<string> requiredAttributes;
- public List<string> requiredVaryings;
- // Render State Overrides
- public string CullOverride;
- public string BlendOverride;
- public string ZTestOverride;
- public string ZWriteOverride;
- public string ColorMaskOverride;
- public string ZClipOverride;
- public List<string> StencilOverride;
- }
- }
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