UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineEditorMaterials.cs

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2024-10-27 10:53:47 +03:00
#if UNITY_EDITOR
using System;
namespace UnityEngine.Rendering.Universal
{
[Serializable]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[Categorization.CategoryInfo(Name = "R: Editor Materials", Order = 1000), HideInInspector]
class UniversalRenderPipelineEditorMaterials : IRenderPipelineResources
{
public int version => 0;
[SerializeField]
[ResourcePath("Runtime/Materials/Lit.mat")]
private Material m_DefaultMaterial;
public virtual Material defaultMaterial
{
get => m_DefaultMaterial;
set => this.SetValueAndNotify(ref m_DefaultMaterial, value);
}
// This is the URP default material for new particle systems, is the closest match to the built-in shader.
[SerializeField]
[ResourcePath("Runtime/Materials/ParticlesUnlit.mat")]
private Material m_DefaultParticleMaterial;
public virtual Material defaultParticleUnlitMaterial
{
get => m_DefaultParticleMaterial;
set => this.SetValueAndNotify(ref m_DefaultParticleMaterial, value);
}
[SerializeField]
[ResourcePath("Runtime/Materials/ParticlesUnlit.mat")]
private Material m_DefaultLineMaterial;
public virtual Material defaultLineMaterial
{
get => m_DefaultLineMaterial;
set => this.SetValueAndNotify(ref m_DefaultLineMaterial, value);
}
[SerializeField]
[ResourcePath("Runtime/Materials/TerrainLit.mat")]
private Material m_DefaultTerrainMaterial;
public virtual Material defaultTerrainLitMaterial
{
get => m_DefaultTerrainMaterial;
set => this.SetValueAndNotify(ref m_DefaultTerrainMaterial, value);
}
[SerializeField]
[ResourcePath("Runtime/Materials/Decal.mat")]
private Material m_DefaultDecalMaterial;
public virtual Material defaultDecalMaterial
{
get => m_DefaultDecalMaterial;
set => this.SetValueAndNotify(ref m_DefaultDecalMaterial, value);
}
}
}
#endif