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Renderer2DResources.cs 4.6KB

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  1. using System;
  2. namespace UnityEngine.Rendering.Universal
  3. {
  4. [Serializable]
  5. [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
  6. [Categorization.CategoryInfo(Name = "R: 2D Renderer", Order = 1000), HideInInspector]
  7. class Renderer2DResources : IRenderPipelineResources
  8. {
  9. [SerializeField][HideInInspector] private int m_Version = 0;
  10. /// <summary>Version of the resource. </summary>
  11. public int version => m_Version;
  12. bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true;
  13. [SerializeField, ResourcePath("Shaders/2D/Light2D.shader")]
  14. Shader m_LightShader;
  15. internal Shader lightShader
  16. {
  17. get => m_LightShader;
  18. set => this.SetValueAndNotify(ref m_LightShader, value, nameof(m_LightShader));
  19. }
  20. [SerializeField, ResourcePath("Shaders/2D/Shadow2D-Projected.shader")]
  21. Shader m_ProjectedShadowShader;
  22. internal Shader projectedShadowShader
  23. {
  24. get => m_ProjectedShadowShader;
  25. set => this.SetValueAndNotify(ref m_ProjectedShadowShader, value, nameof(m_ProjectedShadowShader));
  26. }
  27. [SerializeField, ResourcePath("Shaders/2D/Shadow2D-Shadow-Sprite.shader")]
  28. Shader m_SpriteShadowShader;
  29. internal Shader spriteShadowShader
  30. {
  31. get => m_SpriteShadowShader;
  32. set => this.SetValueAndNotify(ref m_SpriteShadowShader, value, nameof(m_SpriteShadowShader));
  33. }
  34. [SerializeField, ResourcePath("Shaders/2D/Shadow2D-Unshadow-Sprite.shader")]
  35. Shader m_SpriteUnshadowShader;
  36. internal Shader spriteUnshadowShader
  37. {
  38. get => m_SpriteUnshadowShader;
  39. set => this.SetValueAndNotify(ref m_SpriteUnshadowShader, value, nameof(m_SpriteUnshadowShader));
  40. }
  41. [SerializeField, ResourcePath("Shaders/2D/Shadow2D-Shadow-Geometry.shader")]
  42. Shader m_GeometryShadowShader;
  43. internal Shader geometryShadowShader
  44. {
  45. get => m_GeometryShadowShader;
  46. set => this.SetValueAndNotify(ref m_GeometryShadowShader, value, nameof(m_GeometryShadowShader));
  47. }
  48. [SerializeField, ResourcePath("Shaders/2D/Shadow2D-Unshadow-Geometry.shader")]
  49. Shader m_GeometryUnshadowShader;
  50. internal Shader geometryUnshadowShader
  51. {
  52. get => m_GeometryUnshadowShader;
  53. set => this.SetValueAndNotify(ref m_GeometryUnshadowShader, value, nameof(m_GeometryUnshadowShader));
  54. }
  55. [SerializeField, ResourcePath("Runtime/2D/Data/Textures/FalloffLookupTexture.png")]
  56. [HideInInspector]
  57. private Texture2D m_FallOffLookup;
  58. internal Texture2D fallOffLookup
  59. {
  60. get => m_FallOffLookup;
  61. set => this.SetValueAndNotify(ref m_FallOffLookup, value, nameof(m_FallOffLookup));
  62. }
  63. [SerializeField,ResourcePath("Shaders/Utils/CopyDepth.shader")]
  64. private Shader m_CopyDepthPS;
  65. /// <summary>
  66. /// Copy Depth shader.
  67. /// </summary>
  68. internal Shader copyDepthPS
  69. {
  70. get => m_CopyDepthPS;
  71. set => this.SetValueAndNotify(ref m_CopyDepthPS, value, nameof(m_CopyDepthPS));
  72. }
  73. #if UNITY_EDITOR
  74. [SerializeField, ResourcePath("Runtime/Materials/Sprite-Lit-Default.mat")]
  75. Material m_DefaultCustomMaterial = null;
  76. internal Material defaultCustomMaterial
  77. {
  78. get => m_DefaultCustomMaterial;
  79. set => this.SetValueAndNotify(ref m_DefaultCustomMaterial, value, nameof(m_DefaultCustomMaterial));
  80. }
  81. [SerializeField, ResourcePath("Runtime/Materials/Sprite-Lit-Default.mat")]
  82. Material m_DefaultLitMaterial = null;
  83. internal Material defaultLitMaterial
  84. {
  85. get => m_DefaultLitMaterial;
  86. set => this.SetValueAndNotify(ref m_DefaultLitMaterial, value, nameof(m_DefaultLitMaterial));
  87. }
  88. [SerializeField, ResourcePath("Runtime/Materials/Sprite-Unlit-Default.mat")]
  89. Material m_DefaultUnlitMaterial = null;
  90. internal Material defaultUnlitMaterial
  91. {
  92. get => m_DefaultUnlitMaterial;
  93. set => this.SetValueAndNotify(ref m_DefaultUnlitMaterial, value, nameof(m_DefaultUnlitMaterial));
  94. }
  95. [SerializeField, ResourcePath("Runtime/Materials/SpriteMask-Default.mat")]
  96. Material m_DefaultMaskMaterial = null;
  97. internal Material defaultMaskMaterial
  98. {
  99. get => m_DefaultMaskMaterial;
  100. set => this.SetValueAndNotify(ref m_DefaultMaskMaterial, value, nameof(m_DefaultMaskMaterial));
  101. }
  102. #endif
  103. }
  104. }