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UniversalRenderPipelineEditorShaders.cs 3.6KB

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  1. #if UNITY_EDITOR
  2. using System;
  3. namespace UnityEngine.Rendering.Universal
  4. {
  5. [Serializable]
  6. [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
  7. [Categorization.CategoryInfo(Name = "R: Editor Shaders", Order = 1000), HideInInspector]
  8. class UniversalRenderPipelineEditorShaders : IRenderPipelineResources
  9. {
  10. public int version => 0;
  11. #region Autodesk
  12. [Header("Autodesk")]
  13. [SerializeField]
  14. [ResourcePath("Shaders/AutodeskInteractive/AutodeskInteractive.shadergraph")]
  15. private Shader m_AutodeskInteractive;
  16. public Shader autodeskInteractiveShader
  17. {
  18. get => m_AutodeskInteractive;
  19. set => this.SetValueAndNotify(ref m_AutodeskInteractive, value);
  20. }
  21. [SerializeField]
  22. [ResourcePath("Shaders/AutodeskInteractive/AutodeskInteractiveTransparent.shadergraph")]
  23. private Shader m_AutodeskInteractiveTransparent;
  24. public Shader autodeskInteractiveTransparentShader
  25. {
  26. get => m_AutodeskInteractiveTransparent;
  27. set => this.SetValueAndNotify(ref m_AutodeskInteractiveTransparent, value);
  28. }
  29. [SerializeField]
  30. [ResourcePath("Shaders/AutodeskInteractive/AutodeskInteractiveMasked.shadergraph")]
  31. private Shader m_AutodeskInteractiveMasked;
  32. public Shader autodeskInteractiveMaskedShader
  33. {
  34. get => m_AutodeskInteractiveMasked;
  35. set => this.SetValueAndNotify(ref m_AutodeskInteractiveMasked, value);
  36. }
  37. #endregion
  38. #region Terrain
  39. [Header("Terrain")]
  40. [SerializeField]
  41. [ResourcePath("Shaders/Terrain/TerrainDetailLit.shader")]
  42. private Shader m_TerrainDetailLit;
  43. public Shader terrainDetailLitShader
  44. {
  45. get => m_TerrainDetailLit;
  46. set => this.SetValueAndNotify(ref m_TerrainDetailLit, value);
  47. }
  48. [SerializeField]
  49. [ResourcePath("Shaders/Terrain/WavingGrassBillboard.shader")]
  50. private Shader m_TerrainDetailGrassBillboard;
  51. public Shader terrainDetailGrassBillboardShader
  52. {
  53. get => m_TerrainDetailGrassBillboard;
  54. set => this.SetValueAndNotify(ref m_TerrainDetailGrassBillboard, value);
  55. }
  56. [SerializeField]
  57. [ResourcePath("Shaders/Terrain/WavingGrass.shader")]
  58. private Shader m_TerrainDetailGrass;
  59. public Shader terrainDetailGrassShader
  60. {
  61. get => m_TerrainDetailGrass;
  62. set => this.SetValueAndNotify(ref m_TerrainDetailGrass, value);
  63. }
  64. #endregion
  65. #region SpeedTree
  66. [Header("SpeedTree")]
  67. [SerializeField]
  68. [ResourcePath("Shaders/Nature/SpeedTree7.shader")]
  69. private Shader m_DefaultSpeedTree7Shader;
  70. public Shader defaultSpeedTree7Shader
  71. {
  72. get => m_DefaultSpeedTree7Shader;
  73. set => this.SetValueAndNotify(ref m_DefaultSpeedTree7Shader, value);
  74. }
  75. [SerializeField]
  76. [ResourcePath("Shaders/Nature/SpeedTree8_PBRLit.shadergraph")]
  77. private Shader m_DefaultSpeedTree8Shader;
  78. public Shader defaultSpeedTree8Shader
  79. {
  80. get => m_DefaultSpeedTree8Shader;
  81. set => this.SetValueAndNotify(ref m_DefaultSpeedTree8Shader, value);
  82. }
  83. [SerializeField]
  84. [ResourcePath("Shaders/Nature/SpeedTree9_URP.shadergraph")]
  85. private Shader m_DefaultSpeedTree9Shader;
  86. public Shader defaultSpeedTree9Shader
  87. {
  88. get => m_DefaultSpeedTree9Shader;
  89. set => this.SetValueAndNotify(ref m_DefaultSpeedTree9Shader, value);
  90. }
  91. #endregion
  92. }
  93. }
  94. #endif