forked from BilalY/Rasagar
114 lines
3.6 KiB
C#
114 lines
3.6 KiB
C#
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#if UNITY_EDITOR
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using System;
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namespace UnityEngine.Rendering.Universal
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{
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[Serializable]
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[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
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[Categorization.CategoryInfo(Name = "R: Editor Shaders", Order = 1000), HideInInspector]
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class UniversalRenderPipelineEditorShaders : IRenderPipelineResources
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{
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public int version => 0;
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#region Autodesk
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[Header("Autodesk")]
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[SerializeField]
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[ResourcePath("Shaders/AutodeskInteractive/AutodeskInteractive.shadergraph")]
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private Shader m_AutodeskInteractive;
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public Shader autodeskInteractiveShader
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{
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get => m_AutodeskInteractive;
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set => this.SetValueAndNotify(ref m_AutodeskInteractive, value);
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}
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[SerializeField]
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[ResourcePath("Shaders/AutodeskInteractive/AutodeskInteractiveTransparent.shadergraph")]
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private Shader m_AutodeskInteractiveTransparent;
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public Shader autodeskInteractiveTransparentShader
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{
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get => m_AutodeskInteractiveTransparent;
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set => this.SetValueAndNotify(ref m_AutodeskInteractiveTransparent, value);
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}
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[SerializeField]
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[ResourcePath("Shaders/AutodeskInteractive/AutodeskInteractiveMasked.shadergraph")]
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private Shader m_AutodeskInteractiveMasked;
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public Shader autodeskInteractiveMaskedShader
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{
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get => m_AutodeskInteractiveMasked;
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set => this.SetValueAndNotify(ref m_AutodeskInteractiveMasked, value);
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}
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#endregion
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#region Terrain
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[Header("Terrain")]
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[SerializeField]
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[ResourcePath("Shaders/Terrain/TerrainDetailLit.shader")]
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private Shader m_TerrainDetailLit;
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public Shader terrainDetailLitShader
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{
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get => m_TerrainDetailLit;
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set => this.SetValueAndNotify(ref m_TerrainDetailLit, value);
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}
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[SerializeField]
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[ResourcePath("Shaders/Terrain/WavingGrassBillboard.shader")]
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private Shader m_TerrainDetailGrassBillboard;
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public Shader terrainDetailGrassBillboardShader
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{
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get => m_TerrainDetailGrassBillboard;
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set => this.SetValueAndNotify(ref m_TerrainDetailGrassBillboard, value);
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}
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[SerializeField]
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[ResourcePath("Shaders/Terrain/WavingGrass.shader")]
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private Shader m_TerrainDetailGrass;
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public Shader terrainDetailGrassShader
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{
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get => m_TerrainDetailGrass;
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set => this.SetValueAndNotify(ref m_TerrainDetailGrass, value);
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}
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#endregion
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#region SpeedTree
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[Header("SpeedTree")]
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[SerializeField]
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[ResourcePath("Shaders/Nature/SpeedTree7.shader")]
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private Shader m_DefaultSpeedTree7Shader;
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public Shader defaultSpeedTree7Shader
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{
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get => m_DefaultSpeedTree7Shader;
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set => this.SetValueAndNotify(ref m_DefaultSpeedTree7Shader, value);
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}
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[SerializeField]
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[ResourcePath("Shaders/Nature/SpeedTree8_PBRLit.shadergraph")]
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private Shader m_DefaultSpeedTree8Shader;
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public Shader defaultSpeedTree8Shader
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{
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get => m_DefaultSpeedTree8Shader;
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set => this.SetValueAndNotify(ref m_DefaultSpeedTree8Shader, value);
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}
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[SerializeField]
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[ResourcePath("Shaders/Nature/SpeedTree9_URP.shadergraph")]
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private Shader m_DefaultSpeedTree9Shader;
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public Shader defaultSpeedTree9Shader
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{
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get => m_DefaultSpeedTree9Shader;
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set => this.SetValueAndNotify(ref m_DefaultSpeedTree9Shader, value);
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}
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#endregion
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}
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}
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#endif
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