// GENERATED by `ShaderLab.IDE.Prepare` — do not edit by hand. // Authoring umbrella header: include this from every .usl for IDE completion. // At real shader-compile time this header is NOT included (the parser strips it); // the UE:: stubs below are for the editor only. #pragma once #include "/Plugin/ShaderLab/ShaderLabDSL.ush" #include "/Plugin/ShaderLab/Private/ShaderLabCommon.ush" namespace UE { float3 ActorPositionWS() { return (float3)0; } float3 CameraPositionWS() { return (float3)0; } float3 CameraVectorWS() { return (float3)0; } float DeltaTime() { return (float)0; } float2 LightmapUVs() { return (float2)0; } float3 LightVector() { return (float3)0; } float3 LocalPosition() { return (float3)0; } float3 ObjectBounds() { return (float3)0; } float3 ObjectLocalBounds() { return (float3)0; } float3 ObjectOrientation() { return (float3)0; } float3 ObjectPositionWS() { return (float3)0; } float ObjectRadius() { return (float)0; } float4 ParticleColor() { return (float4)0; } float PerInstanceCustomData(int DataIndex, float ConstDefaultValue = 0) { return (float)0; } float PerInstanceFadeAmount() { return (float)0; } float PerInstanceRandom() { return (float)0; } float PixelDepth() { return (float)0; } float3 PixelNormalWS() { return (float3)0; } float3 PreSkinnedLocalBounds() { return (float3)0; } float3 PreSkinnedNormal() { return (float3)0; } float3 PreSkinnedPosition() { return (float3)0; } float2 ScreenPosition() { return (float2)0; } // UV channel `Index`, optionally tiled. float2 TextureCoordinate(int Index, float UTiling = 1, float VTiling = 1) { return (float2)0; } float Time() { return (float)0; } float TwoSidedSign() { return (float)0; } float4 VertexColor() { return (float4)0; } float3 VertexNormalWS() { return (float3)0; } float3 VertexTangentWS() { return (float3)0; } // Property is an EMaterialExposedViewProperty token (e.g. MEVP_FieldOfView). float4 ViewProperty(int Property) { return (float4)0; } float3 WorldPosition() { return (float3)0; } }