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UShaderLab/Shaders/ShaderLab.ush
2026-06-30 20:55:45 +08:00

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// 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; }
}