forked from BilalY/Rasagar
114 lines
3.6 KiB
C#
114 lines
3.6 KiB
C#
#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
|