using System;
namespace UnityEngine.Rendering.Universal
{
///
/// Class containing texture resources used in URP.
///
[Serializable]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[Categorization.CategoryInfo(Name = "R: Runtime Textures", Order = 1000), HideInInspector]
public class UniversalRenderPipelineRuntimeTextures : IRenderPipelineResources
{
[SerializeField][HideInInspector] private int m_Version = 1;
///
/// Version of the Texture resources
///
public int version => m_Version;
bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true;
[SerializeField]
[ResourcePath("Textures/BlueNoise64/L/LDR_LLL1_0.png")]
private Texture2D m_BlueNoise64LTex;
///
/// Pre-baked blue noise textures.
///
public Texture2D blueNoise64LTex
{
get => m_BlueNoise64LTex;
set => this.SetValueAndNotify(ref m_BlueNoise64LTex, value, nameof(m_BlueNoise64LTex));
}
[SerializeField]
[ResourcePath("Textures/BayerMatrix.png")]
private Texture2D m_BayerMatrixTex;
///
/// Bayer matrix texture.
///
public Texture2D bayerMatrixTex
{
get => m_BayerMatrixTex;
set => this.SetValueAndNotify(ref m_BayerMatrixTex, value, nameof(m_BayerMatrixTex));
}
[SerializeField]
[ResourcePath("Textures/DebugFont.tga")]
private Texture2D m_DebugFontTex;
///
/// Debug font texture.
///
public Texture2D debugFontTexture
{
get => m_DebugFontTex;
set => this.SetValueAndNotify(ref m_DebugFontTex, value, nameof(m_DebugFontTex));
}
}
}