65 lines
2.2 KiB
C#
65 lines
2.2 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 debug 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: Debug Shaders", Order = 1000), HideInInspector]
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public class UniversalRenderPipelineDebugShaders : IRenderPipelineResources
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{
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/// <summary>
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/// Version of the Debug Shader resources
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/// </summary>
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public int version => 0;
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bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild =>
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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true;
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#else
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false;
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#endif
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[SerializeField]
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[ResourcePath("Shaders/Debug/DebugReplacement.shader")]
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Shader m_DebugReplacementPS;
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/// <summary>
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/// Debug shader used to output interpolated vertex attributes.
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/// </summary>
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public Shader debugReplacementPS
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{
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get => m_DebugReplacementPS;
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set => this.SetValueAndNotify(ref m_DebugReplacementPS, value, nameof(m_DebugReplacementPS));
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}
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[SerializeField]
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[ResourcePath("Shaders/Debug/HDRDebugView.shader")]
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Shader m_HdrDebugViewPS;
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/// <summary>
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/// Debug shader used to output HDR Chromacity mapping.
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/// </summary>
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public Shader hdrDebugViewPS
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{
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get => m_HdrDebugViewPS;
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set => this.SetValueAndNotify(ref m_HdrDebugViewPS, value, nameof(m_HdrDebugViewPS));
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}
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[SerializeField]
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[ResourcePath("Shaders/Debug/ProbeVolumeSamplingDebugPositionNormal.compute")]
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ComputeShader m_ProbeVolumeSamplingDebugComputeShader;
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/// <summary>
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/// Debug shader used to output world position and world normal for the pixel under the cursor.
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/// </summary>
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public ComputeShader probeVolumeSamplingDebugComputeShader
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{
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get => m_ProbeVolumeSamplingDebugComputeShader;
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set => this.SetValueAndNotify(ref m_ProbeVolumeSamplingDebugComputeShader, value, nameof(m_ProbeVolumeSamplingDebugComputeShader));
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}
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}
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}
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