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- using System;
-
- namespace UnityEngine.Rendering.Universal
- {
- [Serializable]
- [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
- [Categorization.CategoryInfo(Name = "R: 2D Renderer", Order = 1000), HideInInspector]
- class Renderer2DResources : IRenderPipelineResources
- {
- [SerializeField][HideInInspector] private int m_Version = 0;
-
- /// <summary>Version of the resource. </summary>
- public int version => m_Version;
- bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true;
-
- [SerializeField, ResourcePath("Shaders/2D/Light2D.shader")]
- Shader m_LightShader;
-
- internal Shader lightShader
- {
- get => m_LightShader;
- set => this.SetValueAndNotify(ref m_LightShader, value, nameof(m_LightShader));
- }
-
- [SerializeField, ResourcePath("Shaders/2D/Shadow2D-Projected.shader")]
- Shader m_ProjectedShadowShader;
- internal Shader projectedShadowShader
- {
- get => m_ProjectedShadowShader;
- set => this.SetValueAndNotify(ref m_ProjectedShadowShader, value, nameof(m_ProjectedShadowShader));
- }
-
- [SerializeField, ResourcePath("Shaders/2D/Shadow2D-Shadow-Sprite.shader")]
- Shader m_SpriteShadowShader;
-
- internal Shader spriteShadowShader
- {
- get => m_SpriteShadowShader;
- set => this.SetValueAndNotify(ref m_SpriteShadowShader, value, nameof(m_SpriteShadowShader));
- }
-
- [SerializeField, ResourcePath("Shaders/2D/Shadow2D-Unshadow-Sprite.shader")]
- Shader m_SpriteUnshadowShader;
-
- internal Shader spriteUnshadowShader
- {
- get => m_SpriteUnshadowShader;
- set => this.SetValueAndNotify(ref m_SpriteUnshadowShader, value, nameof(m_SpriteUnshadowShader));
- }
-
- [SerializeField, ResourcePath("Shaders/2D/Shadow2D-Shadow-Geometry.shader")]
- Shader m_GeometryShadowShader;
- internal Shader geometryShadowShader
- {
- get => m_GeometryShadowShader;
- set => this.SetValueAndNotify(ref m_GeometryShadowShader, value, nameof(m_GeometryShadowShader));
- }
-
- [SerializeField, ResourcePath("Shaders/2D/Shadow2D-Unshadow-Geometry.shader")]
- Shader m_GeometryUnshadowShader;
-
- internal Shader geometryUnshadowShader
- {
- get => m_GeometryUnshadowShader;
- set => this.SetValueAndNotify(ref m_GeometryUnshadowShader, value, nameof(m_GeometryUnshadowShader));
- }
-
- [SerializeField, ResourcePath("Runtime/2D/Data/Textures/FalloffLookupTexture.png")]
- [HideInInspector]
- private Texture2D m_FallOffLookup;
-
- internal Texture2D fallOffLookup
- {
- get => m_FallOffLookup;
- set => this.SetValueAndNotify(ref m_FallOffLookup, value, nameof(m_FallOffLookup));
- }
-
- [SerializeField,ResourcePath("Shaders/Utils/CopyDepth.shader")]
- private Shader m_CopyDepthPS;
-
- /// <summary>
- /// Copy Depth shader.
- /// </summary>
- internal Shader copyDepthPS
- {
- get => m_CopyDepthPS;
- set => this.SetValueAndNotify(ref m_CopyDepthPS, value, nameof(m_CopyDepthPS));
- }
-
- #if UNITY_EDITOR
- [SerializeField, ResourcePath("Runtime/Materials/Sprite-Lit-Default.mat")]
- Material m_DefaultCustomMaterial = null;
- internal Material defaultCustomMaterial
- {
- get => m_DefaultCustomMaterial;
- set => this.SetValueAndNotify(ref m_DefaultCustomMaterial, value, nameof(m_DefaultCustomMaterial));
- }
-
- [SerializeField, ResourcePath("Runtime/Materials/Sprite-Lit-Default.mat")]
- Material m_DefaultLitMaterial = null;
- internal Material defaultLitMaterial
- {
- get => m_DefaultLitMaterial;
- set => this.SetValueAndNotify(ref m_DefaultLitMaterial, value, nameof(m_DefaultLitMaterial));
- }
-
- [SerializeField, ResourcePath("Runtime/Materials/Sprite-Unlit-Default.mat")]
- Material m_DefaultUnlitMaterial = null;
- internal Material defaultUnlitMaterial
- {
- get => m_DefaultUnlitMaterial;
- set => this.SetValueAndNotify(ref m_DefaultUnlitMaterial, value, nameof(m_DefaultUnlitMaterial));
- }
-
- [SerializeField, ResourcePath("Runtime/Materials/SpriteMask-Default.mat")]
- Material m_DefaultMaskMaterial = null;
- internal Material defaultMaskMaterial
- {
- get => m_DefaultMaskMaterial;
- set => this.SetValueAndNotify(ref m_DefaultMaskMaterial, value, nameof(m_DefaultMaskMaterial));
- }
- #endif
- }
- }
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