설명 없음
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

RayTracingResources.cs 2.9KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950
  1. #if UNITY_EDITOR
  2. using UnityEditor;
  3. #endif
  4. namespace UnityEngine.Rendering.UnifiedRayTracing
  5. {
  6. internal class RayTracingResources
  7. {
  8. public ComputeShader geometryPoolKernels;
  9. public ComputeShader copyBuffer;
  10. public Shader hardwareRayTracingMaterial;
  11. public ComputeShader copyPositions;
  12. public ComputeShader bitHistogram;
  13. public ComputeShader blockReducePart;
  14. public ComputeShader blockScan;
  15. public ComputeShader buildHlbvh;
  16. public ComputeShader reorderTriangleIndices;
  17. public ComputeShader restructureBvh;
  18. public ComputeShader scatter;
  19. public ComputeShader topLevelIntersector;
  20. public ComputeShader intersector;
  21. #if UNITY_EDITOR
  22. public void Load()
  23. {
  24. const string path = "Packages/com.unity.rendering.light-transport/Runtime/";
  25. geometryPoolKernels = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Common/GeometryPool/GeometryPoolKernels.compute");
  26. copyBuffer = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Common/Utilities/CopyBuffer.compute");
  27. hardwareRayTracingMaterial = AssetDatabase.LoadAssetAtPath<Shader>(path + "UnifiedRayTracing/Hardware/HWRayTracingMaterial.shader");
  28. copyPositions = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/copyPositions.compute");
  29. bitHistogram = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/bit_histogram.compute");
  30. blockReducePart = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/block_reduce_part.compute");
  31. blockScan = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/block_scan.compute");
  32. buildHlbvh = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/build_hlbvh.compute");
  33. reorderTriangleIndices = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/reorder_triangle_indices.compute");
  34. restructureBvh = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/restructure_bvh.compute");
  35. scatter = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/scatter.compute");
  36. topLevelIntersector = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/top_level_intersector.compute");
  37. intersector = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/intersector.compute");
  38. }
  39. #endif
  40. }
  41. }