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using UnityEngine;
using UnityEditor.ShaderGraph;

namespace UnityEditor.Rendering.Universal.ShaderGraph
{
    static class UniversalBlockFields
    {
        [GenerateBlocks("Universal Render Pipeline")]
        public struct VertexDescription
        {
            public static string name = "VertexDescription";
            public static BlockFieldDescriptor MotionVector = new BlockFieldDescriptor(VertexDescription.name, "MotionVector", "Motion Vector", "VERTEXDESCRIPTION_MOTIONVECTOR",
                new Vector3Control(new Vector3(0.0f, 0.0f, 0.0f)), ShaderStage.Vertex);
        }

        [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);

            public static BlockFieldDescriptor NormalAlpha = new BlockFieldDescriptor(SurfaceDescription.name, "NormalAlpha", "Normal Alpha", "SURFACEDESCRIPTION_NORMALALPHA",
                new FloatControl(1.0f), ShaderStage.Fragment);
            public static BlockFieldDescriptor MAOSAlpha = new BlockFieldDescriptor(SurfaceDescription.name, "MAOSAlpha", "MAOS Alpha", "SURFACEDESCRIPTION_MAOSALPHA",
                new FloatControl(1.0f), ShaderStage.Fragment);
        }
    }
}