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- using System;
-
- namespace UnityEngine.Rendering.Universal
- {
- /// <summary>
- /// Class containing shader resources used in URP.
- /// </summary>
- [Serializable]
- [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
- [Categorization.CategoryInfo(Name = "R: Runtime Shaders", Order = 1000), HideInInspector]
- public class UniversalRenderPipelineRuntimeShaders : 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/Utils/FallbackError.shader")]
- Shader m_FallbackErrorShader;
-
- /// <summary>
- /// Fallback error shader
- /// </summary>
- public Shader fallbackErrorShader
- {
- get => m_FallbackErrorShader;
- set => this.SetValueAndNotify(ref m_FallbackErrorShader, value, nameof(m_FallbackErrorShader));
- }
-
-
- [SerializeField]
- [ResourcePath("Shaders/Utils/BlitHDROverlay.shader")]
- internal Shader m_BlitHDROverlay;
-
- /// <summary>
- /// Blit HDR Overlay shader.
- /// </summary>
- public Shader blitHDROverlay
- {
- get => m_BlitHDROverlay;
- set => this.SetValueAndNotify(ref m_BlitHDROverlay, value, nameof(m_BlitHDROverlay));
- }
-
- [SerializeField]
- [ResourcePath("Shaders/Utils/CoreBlit.shader")]
- internal Shader m_CoreBlitPS;
-
- /// <summary>
- /// Core Blit shader.
- /// </summary>
- public Shader coreBlitPS
- {
- get => m_CoreBlitPS;
- set => this.SetValueAndNotify(ref m_CoreBlitPS, value, nameof(m_CoreBlitPS));
- }
-
- [SerializeField]
- [ResourcePath("Shaders/Utils/CoreBlitColorAndDepth.shader")]
- internal Shader m_CoreBlitColorAndDepthPS;
-
- /// <summary>
- /// Core Blit Color And Depth shader.
- /// </summary>
- public Shader coreBlitColorAndDepthPS
- {
- get => m_CoreBlitColorAndDepthPS;
- set => this.SetValueAndNotify(ref m_CoreBlitColorAndDepthPS, value, nameof(m_CoreBlitColorAndDepthPS));
- }
-
- [SerializeField]
- [ResourcePath("Shaders/Utils/Sampling.shader")]
- private Shader m_SamplingPS;
-
- /// <summary>
- /// Sampling shader.
- /// </summary>
- public Shader samplingPS
- {
- get => m_SamplingPS;
- set => this.SetValueAndNotify(ref m_SamplingPS, value, nameof(m_SamplingPS));
- }
- }
- }
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