1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950 |
-
- #if UNITY_EDITOR
- using UnityEditor;
- #endif
-
- namespace UnityEngine.Rendering.UnifiedRayTracing
- {
- internal class RayTracingResources
- {
- public ComputeShader geometryPoolKernels;
- public ComputeShader copyBuffer;
- public Shader hardwareRayTracingMaterial;
-
- public ComputeShader copyPositions;
- public ComputeShader bitHistogram;
- public ComputeShader blockReducePart;
- public ComputeShader blockScan;
- public ComputeShader buildHlbvh;
- public ComputeShader reorderTriangleIndices;
- public ComputeShader restructureBvh;
- public ComputeShader scatter;
- public ComputeShader topLevelIntersector;
- public ComputeShader intersector;
-
- #if UNITY_EDITOR
- public void Load()
- {
- const string path = "Packages/com.unity.rendering.light-transport/Runtime/";
-
- geometryPoolKernels = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Common/GeometryPool/GeometryPoolKernels.compute");
- copyBuffer = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Common/Utilities/CopyBuffer.compute");
- hardwareRayTracingMaterial = AssetDatabase.LoadAssetAtPath<Shader>(path + "UnifiedRayTracing/Hardware/HWRayTracingMaterial.shader");
-
- copyPositions = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/copyPositions.compute");
- bitHistogram = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/bit_histogram.compute");
- blockReducePart = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/block_reduce_part.compute");
- blockScan = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/block_scan.compute");
- buildHlbvh = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/build_hlbvh.compute");
- reorderTriangleIndices = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/reorder_triangle_indices.compute");
- restructureBvh = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/restructure_bvh.compute");
- scatter = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/scatter.compute");
- topLevelIntersector = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/top_level_intersector.compute");
- intersector = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/intersector.compute");
- }
- #endif
-
- }
- }
-
|