using System;
using UnityEditor.ShaderGraph.Internal;
namespace UnityEditor.ShaderGraph
{
static class ShaderGeneratorNames
{
static string[] UV = { "uv0", "uv1", "uv2", "uv3", "uv4", "uv5", "uv6", "uv7" };
public static readonly int UVCount = UV.Length;
public const string ScreenPosition = "ScreenPosition";
public const string NDCPosition = "NDCPosition"; // normalized device coordinates, [0,1] across view, origin in lower left
public const string PixelPosition = "PixelPosition"; // pixel coordinates
public const string VertexColor = "VertexColor";
public const string FaceSign = "FaceSign";
public const string TimeParameters = "TimeParameters";
public const string BoneWeights = "BoneWeights";
public const string BoneIndices = "BoneIndices";
public const string VertexID = "VertexID";
public const string InstanceID = "InstanceID";
public static string GetUVName(this UVChannel channel)
{
return UV[(int)channel];
}
}
}