forked from BilalY/Rasagar
85 lines
2.6 KiB
C#
85 lines
2.6 KiB
C#
|
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));
|
||
|
}
|
||
|
}
|
||
|
}
|