using System; namespace UnityEngine.Rendering.Universal { /// /// Class containing shader resources used in URP. /// [Serializable] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [Categorization.CategoryInfo(Name = "R: Runtime Shaders", Order = 1000), HideInInspector] public class UniversalRenderPipelineRuntimeShaders : IRenderPipelineResources { [SerializeField][HideInInspector] private int m_Version = 0; /// Version of the resource. public int version => m_Version; bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true; [SerializeField, ResourcePath("Shaders/Utils/FallbackError.shader")] Shader m_FallbackErrorShader; /// /// Fallback error shader /// 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; /// /// Blit HDR Overlay shader. /// 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; /// /// Core Blit shader. /// 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; /// /// Core Blit Color And Depth shader. /// 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; /// /// Sampling shader. /// public Shader samplingPS { get => m_SamplingPS; set => this.SetValueAndNotify(ref m_SamplingPS, value, nameof(m_SamplingPS)); } } }