using UnityEngine; using UnityEditor.ShaderGraph; namespace UnityEditor.Rendering.Universal.ShaderGraph { static class UniversalBlockFields { [GenerateBlocks("Universal Render Pipeline")] public struct SurfaceDescription { public static string name = "SurfaceDescription"; public static BlockFieldDescriptor SpriteMask = new BlockFieldDescriptor(SurfaceDescription.name, "SpriteMask", "Sprite Mask", "SURFACEDESCRIPTION_SPRITEMASK", new ColorRGBAControl(new Color(1, 1, 1, 1)), ShaderStage.Fragment); } } }