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  1. using System;
  2. namespace UnityEngine.Rendering.Universal
  3. {
  4. /// <summary>
  5. /// Class containing shader resources used in URP.
  6. /// </summary>
  7. [Serializable]
  8. [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
  9. [Categorization.CategoryInfo(Name = "R: Runtime Shaders", Order = 1000), HideInInspector]
  10. public class UniversalRenderPipelineRuntimeShaders : IRenderPipelineResources
  11. {
  12. [SerializeField][HideInInspector] private int m_Version = 0;
  13. /// <summary>Version of the resource. </summary>
  14. public int version => m_Version;
  15. bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true;
  16. [SerializeField, ResourcePath("Shaders/Utils/FallbackError.shader")]
  17. Shader m_FallbackErrorShader;
  18. /// <summary>
  19. /// Fallback error shader
  20. /// </summary>
  21. public Shader fallbackErrorShader
  22. {
  23. get => m_FallbackErrorShader;
  24. set => this.SetValueAndNotify(ref m_FallbackErrorShader, value, nameof(m_FallbackErrorShader));
  25. }
  26. [SerializeField]
  27. [ResourcePath("Shaders/Utils/BlitHDROverlay.shader")]
  28. internal Shader m_BlitHDROverlay;
  29. /// <summary>
  30. /// Blit HDR Overlay shader.
  31. /// </summary>
  32. public Shader blitHDROverlay
  33. {
  34. get => m_BlitHDROverlay;
  35. set => this.SetValueAndNotify(ref m_BlitHDROverlay, value, nameof(m_BlitHDROverlay));
  36. }
  37. [SerializeField]
  38. [ResourcePath("Shaders/Utils/CoreBlit.shader")]
  39. internal Shader m_CoreBlitPS;
  40. /// <summary>
  41. /// Core Blit shader.
  42. /// </summary>
  43. public Shader coreBlitPS
  44. {
  45. get => m_CoreBlitPS;
  46. set => this.SetValueAndNotify(ref m_CoreBlitPS, value, nameof(m_CoreBlitPS));
  47. }
  48. [SerializeField]
  49. [ResourcePath("Shaders/Utils/CoreBlitColorAndDepth.shader")]
  50. internal Shader m_CoreBlitColorAndDepthPS;
  51. /// <summary>
  52. /// Core Blit Color And Depth shader.
  53. /// </summary>
  54. public Shader coreBlitColorAndDepthPS
  55. {
  56. get => m_CoreBlitColorAndDepthPS;
  57. set => this.SetValueAndNotify(ref m_CoreBlitColorAndDepthPS, value, nameof(m_CoreBlitColorAndDepthPS));
  58. }
  59. [SerializeField]
  60. [ResourcePath("Shaders/Utils/Sampling.shader")]
  61. private Shader m_SamplingPS;
  62. /// <summary>
  63. /// Sampling shader.
  64. /// </summary>
  65. public Shader samplingPS
  66. {
  67. get => m_SamplingPS;
  68. set => this.SetValueAndNotify(ref m_SamplingPS, value, nameof(m_SamplingPS));
  69. }
  70. }
  71. }