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using UnityEngine;
using UnityEngine.Experimental.Rendering.HDPipeline;
using System;
//-----------------------------------------------------------------------------
// structure definition
//-----------------------------------------------------------------------------
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public 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, true, 1100)]
public struct SurfaceData
{
[SurfaceDataAttributes("Color", false, true)]
public Vector3 color;
};
//-----------------------------------------------------------------------------
// BSDFData
//-----------------------------------------------------------------------------
[GenerateHLSL(PackingRules.Exact, false, true, 1130)]
public struct BSDFData
{
[SurfaceDataAttributes("", false, true)]
public Vector3 color;
};
}
}