// GENERATED by `ShaderLab.IDE.Prepare` — do not edit by hand. // UE_ node-intrinsic stubs + their enums, for IDE completion only (never compiled). #pragma once enum EMaterialExpressionBoundsType { MEILB_InstanceLocal, MEILB_ObjectLocal, MEILB_PreSkinnedLocal, }; enum EMaterialExposedViewProperty { MEVP_BufferSize, MEVP_FieldOfView, MEVP_TanHalfFieldOfView, MEVP_ViewSize, MEVP_WorldSpaceViewPosition, MEVP_WorldSpaceCameraPosition, MEVP_ViewportOffset, MEVP_TemporalSampleCount, MEVP_TemporalSampleIndex, MEVP_TemporalSampleOffset, MEVP_RuntimeVirtualTextureOutputLevel, MEVP_RuntimeVirtualTextureOutputDerivative, MEVP_PreExposure, MEVP_RuntimeVirtualTextureMaxLevel, MEVP_ResolutionFraction, MEVP_PostVolumeUserFlags, MEVP_FirstPersonFieldOfView, MEVP_FirstPersonTanHalfFieldOfView, MEVP_FirstPersonScale, MEVP_NearPlane, }; float3 UE_ActorPositionWS() { return (float3)0; } float3 UE_AtmosphericLightColor() { return (float3)0; } float3 UE_AtmosphericLightVector() { return (float3)0; } // Space is an EMaterialExpressionBoundsType token (e.g. MEILB_ObjectLocal). float3 UE_Bounds(EMaterialExpressionBoundsType Space) { return (float3)0; } float3 UE_CameraPositionWS() { return (float3)0; } float3 UE_CameraVectorWS() { return (float3)0; } float3 UE_DecalColor() { return (float3)0; } float2 UE_DecalDerivativeDDX() { return (float2)0; } float2 UE_DecalDerivativeDDY() { return (float2)0; } float UE_DecalLifetimeOpacity() { return (float)0; } float UE_DeltaTime() { return (float)0; } float UE_DistanceCullFade() { return (float)0; } float3 UE_DistanceFieldGradient() { return (float3)0; } float UE_DistanceToNearestSurface() { return (float)0; } float UE_EyeAdaptation() { return (float)0; } float UE_IsFirstPerson() { return (float)0; } float UE_IsOrthographic() { return (float)0; } float2 UE_LightmapUVs() { return (float2)0; } float3 UE_LightVector() { return (float3)0; } float3 UE_LocalPosition() { return (float3)0; } float3 UE_ObjectBounds() { return (float3)0; } float3 UE_ObjectLocalBounds() { return (float3)0; } float3 UE_ObjectOrientation() { return (float3)0; } float3 UE_ObjectPositionWS() { return (float3)0; } float UE_ObjectRadius() { return (float)0; } float4 UE_ParticleColor() { return (float4)0; } float3 UE_ParticleDirection() { return (float3)0; } float2 UE_ParticleMacroUV() { return (float2)0; } float UE_ParticleMotionBlurFade() { return (float)0; } float3 UE_ParticlePositionWS() { return (float3)0; } float UE_ParticleRadius() { return (float)0; } float UE_ParticleRandom() { return (float)0; } float UE_ParticleRelativeTime() { return (float)0; } float2 UE_ParticleSize() { return (float2)0; } float UE_ParticleSpeed() { return (float)0; } float UE_ParticleSpriteRotation() { return (float)0; } float UE_ParticleSubUVBlend() { return (float)0; } float2 UE_ParticleSubUVTexCoord0() { return (float2)0; } float2 UE_ParticleSubUVTexCoord1() { return (float2)0; } float UE_PerInstanceCustomData(int DataIndex, float ConstDefaultValue = 0) { return (float)0; } float UE_PerInstanceFadeAmount() { return (float)0; } float UE_PerInstanceRandom() { return (float)0; } float UE_PixelDepth() { return (float)0; } float3 UE_PixelNormalWS() { return (float3)0; } float UE_PrecomputedAOMask() { return (float)0; } float3 UE_PreSkinnedLocalBounds() { return (float3)0; } float3 UE_PreSkinnedNormal() { return (float3)0; } float3 UE_PreSkinnedPosition() { return (float3)0; } float3 UE_ReflectionVectorWS() { return (float3)0; } float2 UE_SceneTexelSize() { return (float2)0; } float2 UE_ScreenPosition() { return (float2)0; } float3 UE_SkyAtmosphereLightDirection(int LightIndex = 0) { return (float3)0; } float UE_SphericalParticleOpacity() { return (float)0; } // UV channel `Index`, optionally tiled. float2 UE_TextureCoordinate(int Index, float UTiling = 1, float VTiling = 1) { return (float2)0; } float UE_Time() { return (float)0; } float UE_TwoSidedSign() { return (float)0; } float4 UE_VertexColor() { return (float4)0; } float3 UE_VertexNormalWS() { return (float3)0; } float3 UE_VertexTangentWS() { return (float3)0; } // Property is an EMaterialExposedViewProperty token (e.g. MEVP_FieldOfView). float4 UE_ViewProperty(EMaterialExposedViewProperty Property) { return (float4)0; } float2 UE_ViewSize() { return (float2)0; } float3 UE_WorldPosition() { return (float3)0; }