85 lines
2.6 KiB
C#
85 lines
2.6 KiB
C#
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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: Runtime Shaders", Order = 1000), HideInInspector]
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public class UniversalRenderPipelineRuntimeShaders : 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, ResourcePath("Shaders/Utils/FallbackError.shader")]
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Shader m_FallbackErrorShader;
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/// <summary>
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/// Fallback error shader
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/// </summary>
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public Shader fallbackErrorShader
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{
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get => m_FallbackErrorShader;
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set => this.SetValueAndNotify(ref m_FallbackErrorShader, value, nameof(m_FallbackErrorShader));
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}
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[SerializeField]
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[ResourcePath("Shaders/Utils/BlitHDROverlay.shader")]
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internal Shader m_BlitHDROverlay;
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/// <summary>
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/// Blit HDR Overlay shader.
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/// </summary>
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public Shader blitHDROverlay
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{
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get => m_BlitHDROverlay;
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set => this.SetValueAndNotify(ref m_BlitHDROverlay, value, nameof(m_BlitHDROverlay));
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}
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[SerializeField]
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[ResourcePath("Shaders/Utils/CoreBlit.shader")]
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internal Shader m_CoreBlitPS;
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/// <summary>
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/// Core Blit shader.
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/// </summary>
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public Shader coreBlitPS
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{
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get => m_CoreBlitPS;
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set => this.SetValueAndNotify(ref m_CoreBlitPS, value, nameof(m_CoreBlitPS));
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}
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[SerializeField]
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[ResourcePath("Shaders/Utils/CoreBlitColorAndDepth.shader")]
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internal Shader m_CoreBlitColorAndDepthPS;
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/// <summary>
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/// Core Blit Color And Depth shader.
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/// </summary>
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public Shader coreBlitColorAndDepthPS
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{
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get => m_CoreBlitColorAndDepthPS;
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set => this.SetValueAndNotify(ref m_CoreBlitColorAndDepthPS, value, nameof(m_CoreBlitColorAndDepthPS));
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}
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[SerializeField]
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[ResourcePath("Shaders/Utils/Sampling.shader")]
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private Shader m_SamplingPS;
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/// <summary>
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/// Sampling shader.
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/// </summary>
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public Shader samplingPS
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{
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get => m_SamplingPS;
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set => this.SetValueAndNotify(ref m_SamplingPS, value, nameof(m_SamplingPS));
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}
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}
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}
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