using System;
namespace UnityEngine.Rendering.Universal
{
[Serializable]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[Categorization.CategoryInfo(Name = "R: 2D Renderer", Order = 1000), HideInInspector]
class Renderer2DResources : IRenderPipelineResources
{
[SerializeField][HideInInspector] private int m_Version = 0;
/// Version of the resource.
public int version => m_Version;
bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true;
[SerializeField, ResourcePath("Shaders/2D/Light2D.shader")]
Shader m_LightShader;
internal Shader lightShader
{
get => m_LightShader;
set => this.SetValueAndNotify(ref m_LightShader, value, nameof(m_LightShader));
}
[SerializeField, ResourcePath("Shaders/2D/Shadow2D-Projected.shader")]
Shader m_ProjectedShadowShader;
internal Shader projectedShadowShader
{
get => m_ProjectedShadowShader;
set => this.SetValueAndNotify(ref m_ProjectedShadowShader, value, nameof(m_ProjectedShadowShader));
}
[SerializeField, ResourcePath("Shaders/2D/Shadow2D-Shadow-Sprite.shader")]
Shader m_SpriteShadowShader;
internal Shader spriteShadowShader
{
get => m_SpriteShadowShader;
set => this.SetValueAndNotify(ref m_SpriteShadowShader, value, nameof(m_SpriteShadowShader));
}
[SerializeField, ResourcePath("Shaders/2D/Shadow2D-Unshadow-Sprite.shader")]
Shader m_SpriteUnshadowShader;
internal Shader spriteUnshadowShader
{
get => m_SpriteUnshadowShader;
set => this.SetValueAndNotify(ref m_SpriteUnshadowShader, value, nameof(m_SpriteUnshadowShader));
}
[SerializeField, ResourcePath("Shaders/2D/Shadow2D-Shadow-Geometry.shader")]
Shader m_GeometryShadowShader;
internal Shader geometryShadowShader
{
get => m_GeometryShadowShader;
set => this.SetValueAndNotify(ref m_GeometryShadowShader, value, nameof(m_GeometryShadowShader));
}
[SerializeField, ResourcePath("Shaders/2D/Shadow2D-Unshadow-Geometry.shader")]
Shader m_GeometryUnshadowShader;
internal Shader geometryUnshadowShader
{
get => m_GeometryUnshadowShader;
set => this.SetValueAndNotify(ref m_GeometryUnshadowShader, value, nameof(m_GeometryUnshadowShader));
}
[SerializeField, ResourcePath("Runtime/2D/Data/Textures/FalloffLookupTexture.png")]
[HideInInspector]
private Texture2D m_FallOffLookup;
internal Texture2D fallOffLookup
{
get => m_FallOffLookup;
set => this.SetValueAndNotify(ref m_FallOffLookup, value, nameof(m_FallOffLookup));
}
[SerializeField,ResourcePath("Shaders/Utils/CopyDepth.shader")]
private Shader m_CopyDepthPS;
///
/// Copy Depth shader.
///
internal Shader copyDepthPS
{
get => m_CopyDepthPS;
set => this.SetValueAndNotify(ref m_CopyDepthPS, value, nameof(m_CopyDepthPS));
}
#if UNITY_EDITOR
[SerializeField, ResourcePath("Runtime/Materials/Sprite-Lit-Default.mat")]
Material m_DefaultCustomMaterial = null;
internal Material defaultCustomMaterial
{
get => m_DefaultCustomMaterial;
set => this.SetValueAndNotify(ref m_DefaultCustomMaterial, value, nameof(m_DefaultCustomMaterial));
}
[SerializeField, ResourcePath("Runtime/Materials/Sprite-Lit-Default.mat")]
Material m_DefaultLitMaterial = null;
internal Material defaultLitMaterial
{
get => m_DefaultLitMaterial;
set => this.SetValueAndNotify(ref m_DefaultLitMaterial, value, nameof(m_DefaultLitMaterial));
}
[SerializeField, ResourcePath("Runtime/Materials/Sprite-Unlit-Default.mat")]
Material m_DefaultUnlitMaterial = null;
internal Material defaultUnlitMaterial
{
get => m_DefaultUnlitMaterial;
set => this.SetValueAndNotify(ref m_DefaultUnlitMaterial, value, nameof(m_DefaultUnlitMaterial));
}
[SerializeField, ResourcePath("Runtime/Materials/SpriteMask-Default.mat")]
Material m_DefaultMaskMaterial = null;
internal Material defaultMaskMaterial
{
get => m_DefaultMaskMaterial;
set => this.SetValueAndNotify(ref m_DefaultMaskMaterial, value, nameof(m_DefaultMaskMaterial));
}
#endif
}
}