forked from BilalY/Rasagar
628 lines
26 KiB
C#
628 lines
26 KiB
C#
// This file should be used as a container for things on its
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// way to being deprecated and removed in future releases
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using System;
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using System.ComponentModel;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace UnityEngine.Rendering.Universal
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{
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public abstract partial class ScriptableRenderPass
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{
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// This callback method will be removed. Please use OnCameraCleanup() instead.
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/// <summary>
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/// Cleanup any allocated resources that were created during the execution of this render pass.
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/// </summary>
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/// <param name="cmd">Use this CommandBuffer to cleanup any generated data. </param>
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[EditorBrowsable(EditorBrowsableState.Never)]
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public virtual void FrameCleanup(CommandBuffer cmd) => OnCameraCleanup(cmd);
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}
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namespace Internal
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{
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public partial class AdditionalLightsShadowCasterPass
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{
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/// <summary>
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/// The ID for the additional shadows buffer ID.
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/// This has been deprecated. Shadow slice matrix is now passed to the GPU using an entry in buffer m_AdditionalLightsWorldToShadow_SSBO.
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/// </summary>
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[Obsolete("AdditionalLightsShadowCasterPass.m_AdditionalShadowsBufferId was deprecated. Shadow slice matrix is now passed to the GPU using an entry in buffer m_AdditionalLightsWorldToShadow_SSBO", true)]
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public static int m_AdditionalShadowsBufferId;
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/// <summary>
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/// The ID for the additional shadows buffer ID.
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/// This has been deprecated. hadow slice index is now passed to the GPU using last member of an entry in buffer m_AdditionalShadowParams_SSBO.
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/// </summary>
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[Obsolete("AdditionalLightsShadowCasterPass.m_AdditionalShadowsIndicesId was deprecated. Shadow slice index is now passed to the GPU using last member of an entry in buffer m_AdditionalShadowParams_SSBO", true)]
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public static int m_AdditionalShadowsIndicesId;
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}
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}
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/// <summary>
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/// Previously contained the settings to control how many cascades to use. It is now deprecated.
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/// </summary>
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[Obsolete("This is obsolete, please use shadowCascadeCount instead.", true)]
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public enum ShadowCascadesOption
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{
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/// <summary>
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/// No cascades used for the shadows
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/// </summary>
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NoCascades,
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/// <summary>
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/// Two cascades used for the shadows
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/// </summary>
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TwoCascades,
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/// <summary>
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/// Four cascades used for the shadows
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/// </summary>
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FourCascades,
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}
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/// <summary>
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/// Specifies the logging level for shader variants.
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/// This is obsolete, UnityEngine.Rendering.ShaderVariantLogLevel instead.
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/// </summary>
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[Obsolete("This is obsolete, UnityEngine.Rendering.ShaderVariantLogLevel instead.", true)]
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public enum ShaderVariantLogLevel
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{
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/// <summary>Disable all log for shader variants.</summary>
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Disabled,
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/// <summary>Only logs SRP Shaders when logging shader variants.</summary>
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[InspectorName("Only URP Shaders")]
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OnlyUniversalRPShaders,
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/// <summary>Logs all shader variants.</summary>
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[InspectorName("All Shaders")]
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AllShaders
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}
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public partial class UniversalRenderPipelineAsset
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{
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#if UNITY_EDITOR
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[Obsolete("Editor resources are stored directly into GraphicsSettings. #from(23.3)", false)]
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public static readonly string editorResourcesGUID = "a3d8d823eedde654bb4c11a1cfaf1abb";
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#endif
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[SerializeField] int m_ShaderVariantLogLevel;
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#pragma warning disable 618 // Obsolete warning
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/// <summary>
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/// Previously returned the shader variant log level for this Render Pipeline Asset but is now deprecated.
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/// </summary>
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[Obsolete("Use GraphicsSettings.GetRenderPipelineSettings<ShaderStrippingSetting>().shaderVariantLogLevel instead.", true)]
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public ShaderVariantLogLevel shaderVariantLogLevel
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{
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get => (ShaderVariantLogLevel)GraphicsSettings.GetRenderPipelineSettings<ShaderStrippingSetting>().shaderVariantLogLevel;
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set => GraphicsSettings.GetRenderPipelineSettings<ShaderStrippingSetting>().shaderVariantLogLevel = (Rendering.ShaderVariantLogLevel)value;
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}
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#pragma warning restore 618 // Obsolete warning
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#pragma warning disable 618 // Obsolete warning
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[Obsolete("This is obsolete, please use shadowCascadeCount instead.", false)]
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[SerializeField] ShadowCascadesOption m_ShadowCascades = ShadowCascadesOption.NoCascades;
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/// <summary>
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/// Previously used insted of shadowCascadeCount. Please use that instead.
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/// </summary>
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[Obsolete("This is obsolete, please use shadowCascadeCount instead.", true)]
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public ShadowCascadesOption shadowCascadeOption
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{
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get
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{
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switch (shadowCascadeCount)
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{
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case 1: return ShadowCascadesOption.NoCascades;
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case 2: return ShadowCascadesOption.TwoCascades;
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case 4: return ShadowCascadesOption.FourCascades;
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default: throw new InvalidOperationException("Cascade count is not compatible with obsolete API, please use shadowCascadeCount instead.");
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}
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;
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}
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set
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{
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switch (value)
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{
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case ShadowCascadesOption.NoCascades:
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shadowCascadeCount = 1;
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break;
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case ShadowCascadesOption.TwoCascades:
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shadowCascadeCount = 2;
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break;
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case ShadowCascadesOption.FourCascades:
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shadowCascadeCount = 4;
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break;
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default:
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throw new InvalidOperationException("Cascade count is not compatible with obsolete API, please use shadowCascadeCount instead.");
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}
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}
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}
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#pragma warning restore 618 // Obsolete warning
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/// <summary>
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/// Class containing texture resources used in URP.
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/// </summary>
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[Serializable, ReloadGroup]
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[Obsolete("Moved to UniversalRenderPipelineRuntimeTextures on GraphicsSettings. #from(2023.3)", false)]
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public sealed class TextureResources
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{
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/// <summary>
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/// Pre-baked blue noise textures.
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/// </summary>
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[Reload("Textures/BlueNoise64/L/LDR_LLL1_0.png")]
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public Texture2D blueNoise64LTex;
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/// <summary>
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/// Bayer matrix texture.
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/// </summary>
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[Reload("Textures/BayerMatrix.png")]
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public Texture2D bayerMatrixTex;
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/// <summary>
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/// Check if the textures need reloading.
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/// </summary>
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/// <returns>True if any of the textures need reloading.</returns>
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public bool NeedsReload()
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{
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return blueNoise64LTex == null || bayerMatrixTex == null;
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}
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}
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[Obsolete("Moved to UniversalRenderPipelineRuntimeTextures on GraphicsSettings. #from(2023.3)", false)]
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[SerializeField]
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TextureResources m_Textures;
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/// <summary>
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/// Returns asset texture resources
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/// </summary>
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[Obsolete("Moved to UniversalRenderPipelineRuntimeTextures on GraphicsSettings. #from(2023.3)", false)]
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public TextureResources textures
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{
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get
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{
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if (m_Textures == null)
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m_Textures = new TextureResources();
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#if UNITY_EDITOR
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if (m_Textures.NeedsReload())
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ResourceReloader.ReloadAllNullIn(this, packagePath);
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#endif
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return m_Textures;
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}
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}
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}
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public abstract partial class ScriptableRenderer
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{
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// Deprecated in 10.x
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/// <summary>
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/// The render target identifier for camera depth.
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/// This is obsolete, cameraDepth has been renamed to cameraDepthTarget.
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/// </summary>
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[Obsolete("cameraDepth has been renamed to cameraDepthTarget. (UnityUpgradable) -> cameraDepthTarget", true)]
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[EditorBrowsable(EditorBrowsableState.Never)]
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public RenderTargetIdentifier cameraDepth
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{
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get => m_CameraDepthTarget.nameID;
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}
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}
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public abstract partial class ScriptableRendererData
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{
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/// <summary>
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/// Class contains references to shader resources used by Rendering Debugger.
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/// </summary>
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[Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)", false)]
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[Serializable, ReloadGroup]
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public sealed class DebugShaderResources
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{
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/// <summary>
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/// Debug shader used to output interpolated vertex attributes.
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/// </summary>
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[Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)", false)]
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[Reload("Shaders/Debug/DebugReplacement.shader")]
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public Shader debugReplacementPS;
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/// <summary>
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/// Debug shader used to output HDR Chromacity mapping.
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/// </summary>
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[Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)", false)]
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[Reload("Shaders/Debug/HDRDebugView.shader")]
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public Shader hdrDebugViewPS;
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#if UNITY_EDITOR
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/// <summary>
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/// Debug shader used to output world position and world normal for the pixel under the cursor.
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/// </summary>
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[Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)", false)]
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[Reload("Shaders/Debug/ProbeVolumeSamplingDebugPositionNormal.compute")]
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public ComputeShader probeVolumeSamplingDebugComputeShader;
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#endif
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}
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/// <summary>
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/// Container for shader resources used by Rendering Debugger.
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/// </summary>
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[Obsolete("Moved to UniversalRenderPipelineDebugShaders on GraphicsSettings. #from(2023.3)", false)]
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public DebugShaderResources debugShaders;
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/// <summary>
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/// Class contains references to shader resources used by APV.
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/// </summary>
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[Serializable, ReloadGroup]
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[Obsolete("Probe volume debug resource are now in the ProbeVolumeDebugResources class.")]
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public sealed class ProbeVolumeResources
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{
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/// <summary>
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/// Debug shader used to render probes in the volume.
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/// </summary>
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[Obsolete("This shader is now in the ProbeVolumeDebugResources class.")]
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public Shader probeVolumeDebugShader;
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/// <summary>
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/// Debug shader used to display fragmentation of the GPU memory.
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/// </summary>
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[Obsolete("This shader is now in the ProbeVolumeDebugResources class.")]
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public Shader probeVolumeFragmentationDebugShader;
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/// <summary>
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/// Debug shader used to draw the offset direction used for a probe.
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/// </summary>
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[Obsolete("This shader is now in the ProbeVolumeDebugResources class.")]
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public Shader probeVolumeOffsetDebugShader;
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/// <summary>
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/// Debug shader used to draw the sampling weights of the probe volume.
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/// </summary>
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[Obsolete("This shader is now in the ProbeVolumeDebugResources class.")]
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public Shader probeVolumeSamplingDebugShader;
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/// <summary>
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/// Debug mesh used to draw the sampling weights of the probe volume.
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/// </summary>
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[Obsolete("This shader is now in the ProbeVolumeDebugResources class.")]
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public Mesh probeSamplingDebugMesh;
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/// <summary>
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/// Texture with the numbers dor sampling weights.
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/// </summary>
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[Obsolete("This shader is now in the ProbeVolumeDebugResources class.")]
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public Texture2D probeSamplingDebugTexture;
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/// <summary>
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/// Compute Shader used for Blending.
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/// </summary>
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[Obsolete("This shader is now in the ProbeVolumeRuntimeResources class.")]
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public ComputeShader probeVolumeBlendStatesCS;
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}
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/// <summary>
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/// Probe volume resources used by URP
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/// </summary>
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[Obsolete("Probe volume debug resource are now in the ProbeVolumeDebugResources class.")]
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public ProbeVolumeResources probeVolumeResources;
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}
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public sealed partial class Bloom : VolumeComponent, IPostProcessComponent
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{
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// Deprecated in 13.x.x
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/// <summary>
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/// The number of final iterations to skip in the effect processing sequence.
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/// This is obsolete, please use maxIterations instead.
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/// </summary>
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[Obsolete("This is obsolete, please use maxIterations instead.", true)]
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[Tooltip("The number of final iterations to skip in the effect processing sequence.")]
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public ClampedIntParameter skipIterations = new ClampedIntParameter(1, 0, 16);
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}
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/// <summary>
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/// Class containing shader resources needed in URP for XR.
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/// </summary>
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/// <seealso cref="Shader"/>
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[Serializable]
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[Obsolete("Moved to UniversalRenderPipelineRuntimeXRResources on GraphicsSettings. #from(2023.3)", false)]
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public class XRSystemData : ScriptableObject
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{
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/// <summary>
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/// Class containing shader resources used in URP for XR.
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/// </summary>
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[Serializable, ReloadGroup]
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[Obsolete("Moved to UniversalRenderPipelineRuntimeXRResources on GraphicsSettings. #from(2023.3)", false)]
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public sealed class ShaderResources
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{
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/// <summary>
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/// XR Occlusion mesh shader.
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/// </summary>
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[Reload("Shaders/XR/XROcclusionMesh.shader")]
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public Shader xrOcclusionMeshPS;
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/// <summary>
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/// XR Mirror View shader.
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/// </summary>
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[Reload("Shaders/XR/XRMirrorView.shader")]
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public Shader xrMirrorViewPS;
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}
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/// <summary>
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/// Shader resources used in URP for XR.
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/// </summary>
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[Obsolete("Moved to UniversalRenderPipelineRuntimeXRResources on GraphicsSettings. #from(2023.3)", false)]
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public ShaderResources shaders;
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}
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public partial class UniversalRendererData
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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/// <summary>
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/// Shader resources needed in URP for XR.
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/// </summary>
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[Obsolete("Moved to UniversalRenderPipelineRuntimeXRResources on GraphicsSettings. #from(2023.3)", false)]
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//[Reload("Runtime/Data/XRSystemData.asset")]
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public XRSystemData xrSystemData;
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#endif
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}
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/// Class containing shader and texture resources needed in URP.
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/// </summary>
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/// <seealso cref="Shader"/>
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/// <seealso cref="Material"/>
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[Obsolete("Moved to GraphicsSettings. #from(23.3)", false)]
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public class UniversalRenderPipelineEditorResources : ScriptableObject
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{
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/// <summary>
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/// Class containing shader resources used in URP.
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/// </summary>
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[Serializable, ReloadGroup]
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[Obsolete("UniversalRenderPipelineEditorResources.ShaderResources is obsolete GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineEditorShaders>(). #from(23.3)", false)]
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public sealed class ShaderResources
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{
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/// <summary>
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/// Autodesk Interactive ShaderGraph shader.
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/// </summary>
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[Reload("Shaders/AutodeskInteractive/AutodeskInteractive.shadergraph")]
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public Shader autodeskInteractivePS;
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/// <summary>
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/// Autodesk Interactive Transparent ShaderGraph shader.
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/// </summary>
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[Reload("Shaders/AutodeskInteractive/AutodeskInteractiveTransparent.shadergraph")]
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public Shader autodeskInteractiveTransparentPS;
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/// <summary>
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/// Autodesk Interactive Masked ShaderGraph shader.
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/// </summary>
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[Reload("Shaders/AutodeskInteractive/AutodeskInteractiveMasked.shadergraph")]
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public Shader autodeskInteractiveMaskedPS;
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/// <summary>
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/// Terrain Detail Lit shader.
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/// </summary>
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[Reload("Shaders/Terrain/TerrainDetailLit.shader")]
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public Shader terrainDetailLitPS;
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/// <summary>
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/// Terrain Detail Grass shader.
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/// </summary>
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[Reload("Shaders/Terrain/WavingGrass.shader")]
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public Shader terrainDetailGrassPS;
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/// <summary>
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/// Waving Grass Billboard shader.
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/// </summary>
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[Reload("Shaders/Terrain/WavingGrassBillboard.shader")]
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public Shader terrainDetailGrassBillboardPS;
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/// <summary>
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/// SpeedTree7 shader.
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/// </summary>
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[Reload("Shaders/Nature/SpeedTree7.shader")]
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public Shader defaultSpeedTree7PS;
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/// <summary>
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/// SpeedTree8 ShaderGraph shader.
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/// </summary>
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[Reload("Shaders/Nature/SpeedTree8_PBRLit.shadergraph")]
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public Shader defaultSpeedTree8PS;
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}
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/// <summary>
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/// Class containing material resources used in URP.
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/// </summary>
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[Serializable, ReloadGroup]
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[Obsolete("UniversalRenderPipelineEditorResources.MaterialResources is obsolete GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineEditorMaterials>(). #from(23.3)", false)]
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public sealed class MaterialResources
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{
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/// <summary>
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/// Lit material.
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/// </summary>
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[Reload("Runtime/Materials/Lit.mat")]
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public Material lit;
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// particleLit is the URP default material for new particle systems.
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// ParticlesUnlit.mat is closest match to the built-in shader.
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// This is correct (current 22.2) despite the Lit/Unlit naming conflict.
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/// <summary>
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/// Particle Lit material.
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/// </summary>
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[Reload("Runtime/Materials/ParticlesUnlit.mat")]
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public Material particleLit;
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/// <summary>
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/// Terrain Lit material.
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/// </summary>
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[Reload("Runtime/Materials/TerrainLit.mat")]
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public Material terrainLit;
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/// <summary>
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/// Decal material.
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/// </summary>
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[Reload("Runtime/Materials/Decal.mat")]
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public Material decal;
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}
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/// <summary>
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/// Shader resources used in URP.
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/// </summary>
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[Obsolete("UniversalRenderPipelineEditorResources.ShaderResources is obsolete GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineEditorShaders>(). #from(23.3)", false)]
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public ShaderResources shaders;
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/// <summary>
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/// Material resources used in URP.
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/// </summary>
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[Obsolete("UniversalRenderPipelineEditorResources.MaterialResources is obsolete GraphicsSettings.TryGetRenderPipelineSettings<UniversalRenderPipelineEditorMaterials>(). #from(23.3)", false)]
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public MaterialResources materials;
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}
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#if UNITY_EDITOR
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[UnityEditor.CustomEditor(typeof(UniversalRenderPipelineEditorResources), true)]
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[Obsolete("Deprectated alongside with UniversalRenderPipelineEditorResources. #from(23.3)", false)]
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class UniversalRenderPipelineEditorResourcesEditor : UnityEditor.Editor
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{
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/// <inheritdoc/>
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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// Add a "Reload All" button in inspector when we are in developer's mode
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if (UnityEditor.EditorPrefs.GetBool("DeveloperMode") && GUILayout.Button("Reload All"))
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{
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var resources = target as UniversalRenderPipelineEditorResources;
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resources.materials = null;
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resources.shaders = null;
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ResourceReloader.ReloadAllNullIn(target, UniversalRenderPipelineAsset.packagePath);
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}
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}
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}
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#endif
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/// <summary>
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/// Class containing shader resources used in URP.
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/// </summary>
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[Serializable, ReloadGroup]
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|
[Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
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public sealed class ShaderResources
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{
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/// <summary>
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/// Blit shader.
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/// </summary>
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[Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
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[Reload("Shaders/Utils/Blit.shader")]
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public Shader blitPS;
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/// <summary>
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/// Copy Depth shader.
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/// </summary>
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[Reload("Shaders/Utils/CopyDepth.shader")]
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[Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
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public Shader copyDepthPS;
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/// <summary>
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/// Screen Space Shadows shader.
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/// </summary>
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[Obsolete("Obsolete, this feature will be supported by new 'ScreenSpaceShadows' renderer feature", true)]
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public Shader screenSpaceShadowPS = null;
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/// <summary>
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/// Sampling shader.
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/// </summary>
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[Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
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[Reload("Shaders/Utils/Sampling.shader")]
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public Shader samplingPS;
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/// <summary>
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/// Stencil Deferred shader.
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/// </summary>
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[Reload("Shaders/Utils/StencilDeferred.shader")]
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[Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
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public Shader stencilDeferredPS;
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/// <summary>
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/// Fallback error shader.
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/// </summary>
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[Reload("Shaders/Utils/FallbackError.shader")]
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[Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
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public Shader fallbackErrorPS;
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/// <summary>
|
|
/// Fallback loading shader.
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|
/// </summary>
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[Reload("Shaders/Utils/FallbackLoading.shader")]
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[Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
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public Shader fallbackLoadingPS;
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/// <summary>
|
|
/// Material Error shader.
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|
/// </summary>
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[Obsolete("Use fallbackErrorPS instead", true)]
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public Shader materialErrorPS = null;
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// Core blitter shaders, adapted from HDRP
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// TODO: move to core and share with HDRP
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[Reload("Shaders/Utils/CoreBlit.shader"), SerializeField]
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|
[Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
|
|
internal Shader coreBlitPS;
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|
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[Reload("Shaders/Utils/CoreBlitColorAndDepth.shader"), SerializeField]
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|
[Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
|
|
internal Shader coreBlitColorAndDepthPS;
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|
|
|
/// <summary>
|
|
/// Blit shader that blits UI Overlay and performs HDR encoding.
|
|
/// </summary>
|
|
[Reload("Shaders/Utils/BlitHDROverlay.shader"), SerializeField]
|
|
[Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
|
|
internal Shader blitHDROverlay;
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|
|
|
/// <summary>
|
|
/// Camera Motion Vectors shader.
|
|
/// </summary>
|
|
[Reload("Shaders/CameraMotionVectors.shader")]
|
|
[Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
|
|
public Shader cameraMotionVector;
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|
|
|
/// <summary>
|
|
/// Screen Space Lens Flare shader.
|
|
/// </summary>
|
|
[Reload("Shaders/PostProcessing/LensFlareScreenSpace.shader")]
|
|
[Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
|
|
public Shader screenSpaceLensFlare;
|
|
|
|
/// <summary>
|
|
/// Data Driven Lens Flare shader.
|
|
/// </summary>
|
|
[Reload("Shaders/PostProcessing/LensFlareDataDriven.shader")]
|
|
[Obsolete("Moved to UniversalRenderPipelineRuntimeShaders on GraphicsSettings. #from(2023.3)", false)]
|
|
public Shader dataDrivenLensFlare;
|
|
}
|
|
|
|
partial class UniversalRenderPipelineGlobalSettings
|
|
{
|
|
#pragma warning disable 0414
|
|
[SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal ShaderStrippingSetting m_ShaderStrippingSetting = new();
|
|
[SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal URPShaderStrippingSetting m_URPShaderStrippingSetting = new();
|
|
[SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal Rendering.ShaderVariantLogLevel m_ShaderVariantLogLevel = Rendering.ShaderVariantLogLevel.Disabled;
|
|
[SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal bool m_ExportShaderVariants = true;
|
|
[SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal bool m_StripDebugVariants = true;
|
|
[SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal bool m_StripUnusedPostProcessingVariants = false;
|
|
[SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal bool m_StripUnusedVariants = true;
|
|
[SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal bool m_StripScreenCoordOverrideVariants = true;
|
|
#pragma warning restore 0414
|
|
|
|
/// <summary>
|
|
/// If this property is true, Unity strips the LOD variants if the LOD cross-fade feature (UniversalRenderingPipelineAsset.enableLODCrossFade) is disabled.
|
|
/// </summary>
|
|
[Obsolete("No longer used as Shader Prefiltering automatically strips out unused LOD Crossfade variants. Please use the LOD Crossfade setting in the URP Asset to disable the feature if not used. #from(2023.1)", false)]
|
|
public bool stripUnusedLODCrossFadeVariants { get => false; set { } }
|
|
|
|
/// <summary>
|
|
/// Controls whether debug display shaders for Rendering Debugger are available in Player builds.
|
|
/// </summary>
|
|
[Obsolete("Please use stripRuntimeDebugShaders instead. #from(23.1)", false)]
|
|
public bool supportRuntimeDebugDisplay = false;
|
|
|
|
[SerializeField, Obsolete("Keep for migration. #from(23.2)")] internal bool m_EnableRenderGraph;
|
|
}
|
|
}
|