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UShaderLab/Shaders/Private/ShaderLabUENode.ush
2026-07-01 15:10:51 +08:00

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// 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; }
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_MainDirectionalLightDirection() { return (float3)0; }
float3 UE_MainDirectionalLightIlluminance() { 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; }