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));
}
}
}