forked from BilalY/Rasagar
51 lines
2.9 KiB
C#
51 lines
2.9 KiB
C#
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace UnityEngine.Rendering.UnifiedRayTracing
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{
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internal class RayTracingResources
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{
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public ComputeShader geometryPoolKernels;
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public ComputeShader copyBuffer;
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public Shader hardwareRayTracingMaterial;
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public ComputeShader copyPositions;
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public ComputeShader bitHistogram;
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public ComputeShader blockReducePart;
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public ComputeShader blockScan;
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public ComputeShader buildHlbvh;
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public ComputeShader reorderTriangleIndices;
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public ComputeShader restructureBvh;
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public ComputeShader scatter;
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public ComputeShader topLevelIntersector;
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public ComputeShader intersector;
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#if UNITY_EDITOR
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public void Load()
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{
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const string path = "Packages/com.unity.rendering.light-transport/Runtime/";
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geometryPoolKernels = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Common/GeometryPool/GeometryPoolKernels.compute");
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copyBuffer = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Common/Utilities/CopyBuffer.compute");
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hardwareRayTracingMaterial = AssetDatabase.LoadAssetAtPath<Shader>(path + "UnifiedRayTracing/Hardware/HWRayTracingMaterial.shader");
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copyPositions = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/copyPositions.compute");
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bitHistogram = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/bit_histogram.compute");
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blockReducePart = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/block_reduce_part.compute");
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blockScan = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/block_scan.compute");
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buildHlbvh = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/build_hlbvh.compute");
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reorderTriangleIndices = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/reorder_triangle_indices.compute");
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restructureBvh = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/restructure_bvh.compute");
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scatter = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/scatter.compute");
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topLevelIntersector = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/top_level_intersector.compute");
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intersector = AssetDatabase.LoadAssetAtPath<ComputeShader>(path + "UnifiedRayTracing/Compute/RadeonRays/kernels/intersector.compute");
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}
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#endif
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}
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}
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