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PostProcessData.cs 7.3KB

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  1. #if UNITY_EDITOR
  2. using UnityEditor;
  3. using UnityEditor.ProjectWindowCallback;
  4. #endif
  5. using System;
  6. namespace UnityEngine.Rendering.Universal
  7. {
  8. /// <summary>
  9. /// Class containing shader and texture resources needed for Post Processing in URP.
  10. /// </summary>
  11. /// <seealso cref="Shader"/>
  12. /// <seealso cref="Texture"/>
  13. [Serializable]
  14. public class PostProcessData : ScriptableObject
  15. {
  16. #if UNITY_EDITOR
  17. [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1812")]
  18. internal class CreatePostProcessDataAsset : EndNameEditAction
  19. {
  20. public override void Action(int instanceId, string pathName, string resourceFile)
  21. {
  22. var instance = CreateInstance<PostProcessData>();
  23. AssetDatabase.CreateAsset(instance, pathName);
  24. ResourceReloader.ReloadAllNullIn(instance, UniversalRenderPipelineAsset.packagePath);
  25. Selection.activeObject = instance;
  26. }
  27. }
  28. [MenuItem("Assets/Create/Rendering/URP Post-process Data", priority = CoreUtils.Sections.section5 + CoreUtils.Priorities.assetsCreateRenderingMenuPriority)]
  29. static void CreatePostProcessData()
  30. {
  31. ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreatePostProcessDataAsset>(), "CustomPostProcessData.asset", null, null);
  32. }
  33. internal static PostProcessData GetDefaultPostProcessData()
  34. {
  35. var path = System.IO.Path.Combine(UniversalRenderPipelineAsset.packagePath, "Runtime/Data/PostProcessData.asset");
  36. return AssetDatabase.LoadAssetAtPath<PostProcessData>(path);
  37. }
  38. #endif
  39. /// <summary>
  40. /// Class containing shader resources used for Post Processing in URP.
  41. /// </summary>
  42. [Serializable, ReloadGroup]
  43. public sealed class ShaderResources
  44. {
  45. /// <summary>
  46. /// The StopNan Post Processing shader.
  47. /// </summary>
  48. [Reload("Shaders/PostProcessing/StopNaN.shader")]
  49. public Shader stopNanPS;
  50. /// <summary>
  51. /// The <c>SubpixelMorphologicalAntiAliasing</c> SMAA Post Processing shader.
  52. /// </summary>
  53. [Reload("Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.shader")]
  54. public Shader subpixelMorphologicalAntialiasingPS;
  55. /// <summary>
  56. /// The Gaussian Depth Of Field Post Processing shader.
  57. /// </summary>
  58. [Reload("Shaders/PostProcessing/GaussianDepthOfField.shader")]
  59. public Shader gaussianDepthOfFieldPS;
  60. /// <summary>
  61. /// The Bokeh Depth Of Field Post Processing shader.
  62. /// </summary>
  63. [Reload("Shaders/PostProcessing/BokehDepthOfField.shader")]
  64. public Shader bokehDepthOfFieldPS;
  65. /// <summary>
  66. /// The Motion Blur Post Processing shader.
  67. /// </summary>
  68. [Reload("Shaders/PostProcessing/CameraMotionBlur.shader")]
  69. public Shader cameraMotionBlurPS;
  70. /// <summary>
  71. /// The Panini Projection Post Processing shader.
  72. /// </summary>
  73. [Reload("Shaders/PostProcessing/PaniniProjection.shader")]
  74. public Shader paniniProjectionPS;
  75. /// <summary>
  76. /// The LUT Builder LDR Post Processing shader.
  77. /// </summary>
  78. [Reload("Shaders/PostProcessing/LutBuilderLdr.shader")]
  79. public Shader lutBuilderLdrPS;
  80. /// <summary>
  81. /// The LUT Builder HDR Post Processing shader.
  82. /// </summary>
  83. [Reload("Shaders/PostProcessing/LutBuilderHdr.shader")]
  84. public Shader lutBuilderHdrPS;
  85. /// <summary>
  86. /// The Bloom Post Processing shader.
  87. /// </summary>
  88. [Reload("Shaders/PostProcessing/Bloom.shader")]
  89. public Shader bloomPS;
  90. /// <summary>
  91. /// The Temporal-antialiasing Post Processing shader.
  92. /// </summary>
  93. [Reload("Shaders/PostProcessing/TemporalAA.shader")]
  94. public Shader temporalAntialiasingPS;
  95. /// <summary>
  96. /// The Lens Flare Post Processing shader.
  97. /// </summary>
  98. [Reload("Shaders/PostProcessing/LensFlareDataDriven.shader")]
  99. public Shader LensFlareDataDrivenPS;
  100. /// <summary>
  101. /// The Lens Flare Screen Space shader.
  102. /// </summary>
  103. [Reload("Shaders/PostProcessing/LensFlareScreenSpace.shader")]
  104. public Shader LensFlareScreenSpacePS;
  105. /// <summary>
  106. /// The Scaling Setup Post Processing shader.
  107. /// </summary>
  108. [Reload("Shaders/PostProcessing/ScalingSetup.shader")]
  109. public Shader scalingSetupPS;
  110. /// <summary>
  111. /// The Edge Adaptive Spatial Upsampling shader.
  112. /// </summary>
  113. [Reload("Shaders/PostProcessing/EdgeAdaptiveSpatialUpsampling.shader")]
  114. public Shader easuPS;
  115. /// <summary>
  116. /// The Uber Post Processing shader.
  117. /// </summary>
  118. [Reload("Shaders/PostProcessing/UberPost.shader")]
  119. public Shader uberPostPS;
  120. /// <summary>
  121. /// The Final Post Processing shader.
  122. /// </summary>
  123. [Reload("Shaders/PostProcessing/FinalPost.shader")]
  124. public Shader finalPostPassPS;
  125. }
  126. /// <summary>
  127. /// Class containing texture resources used for Post Processing in URP.
  128. /// </summary>
  129. [Serializable, ReloadGroup]
  130. public sealed class TextureResources
  131. {
  132. /// <summary>
  133. /// Pre-baked Blue noise textures.
  134. /// </summary>
  135. [Reload("Textures/BlueNoise16/L/LDR_LLL1_{0}.png", 0, 32)]
  136. public Texture2D[] blueNoise16LTex;
  137. /// <summary>
  138. /// Film Grain textures.
  139. /// </summary>
  140. [Reload(new[]
  141. {
  142. "Textures/FilmGrain/Thin01.png",
  143. "Textures/FilmGrain/Thin02.png",
  144. "Textures/FilmGrain/Medium01.png",
  145. "Textures/FilmGrain/Medium02.png",
  146. "Textures/FilmGrain/Medium03.png",
  147. "Textures/FilmGrain/Medium04.png",
  148. "Textures/FilmGrain/Medium05.png",
  149. "Textures/FilmGrain/Medium06.png",
  150. "Textures/FilmGrain/Large01.png",
  151. "Textures/FilmGrain/Large02.png"
  152. })]
  153. public Texture2D[] filmGrainTex;
  154. /// <summary>
  155. /// <c>SubpixelMorphologicalAntiAliasing</c> SMAA area texture.
  156. /// </summary>
  157. [Reload("Textures/SMAA/AreaTex.tga")]
  158. public Texture2D smaaAreaTex;
  159. /// <summary>
  160. /// <c>SubpixelMorphologicalAntiAliasing</c> SMAA search texture.
  161. /// </summary>
  162. [Reload("Textures/SMAA/SearchTex.tga")]
  163. public Texture2D smaaSearchTex;
  164. }
  165. /// <summary>
  166. /// Shader resources used for Post Processing in URP.
  167. /// </summary>
  168. public ShaderResources shaders;
  169. /// <summary>
  170. /// Texture resources used for Post Processing in URP.
  171. /// </summary>
  172. public TextureResources textures;
  173. }
  174. }