forked from BilalY/Rasagar
73 lines
2.3 KiB
C#
73 lines
2.3 KiB
C#
using System;
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namespace UnityEngine.Rendering.Universal
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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]
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[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
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[Categorization.CategoryInfo(Name = "R: Universal Renderer Shaders", Order = 1000), HideInInspector]
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public class UniversalRendererResources : IRenderPipelineResources
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{
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[SerializeField][HideInInspector] private int m_Version = 0;
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/// <summary>Version of the resource. </summary>
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public int version => m_Version;
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bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true;
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[SerializeField]
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[ResourcePath("Shaders/Utils/CopyDepth.shader")]
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private Shader m_CopyDepthPS;
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/// <summary>
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/// Copy Depth shader.
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/// </summary>
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public Shader copyDepthPS
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{
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get => m_CopyDepthPS;
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set => this.SetValueAndNotify(ref m_CopyDepthPS, value, nameof(m_CopyDepthPS));
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}
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[SerializeField]
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[ResourcePath("Shaders/CameraMotionVectors.shader")]
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private Shader m_CameraMotionVector;
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/// <summary>
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/// Camera Motion Vectors shader.
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/// </summary>
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public Shader cameraMotionVector
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{
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get => m_CameraMotionVector;
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set => this.SetValueAndNotify(ref m_CameraMotionVector, value, nameof(m_CameraMotionVector));
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}
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[SerializeField]
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[ResourcePath("Shaders/Utils/StencilDeferred.shader")]
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private Shader m_StencilDeferredPS;
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/// <summary>
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/// Stencil Deferred shader.
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/// </summary>
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public Shader stencilDeferredPS
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{
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get => m_StencilDeferredPS;
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set => this.SetValueAndNotify(ref m_StencilDeferredPS, value, nameof(m_StencilDeferredPS));
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}
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[Header("Decal Renderer Feature Specific")]
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[SerializeField]
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[ResourcePath("Runtime/Decal/DBuffer/DBufferClear.shader")]
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private Shader m_DBufferClear;
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/// <summary>
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/// Decal DBuffer Shader
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/// </summary>
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public Shader decalDBufferClear
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{
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get => m_DBufferClear;
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set => this.SetValueAndNotify(ref m_DBufferClear, value, nameof(m_DBufferClear));
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}
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}
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}
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