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