#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