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)); } } }