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