66 lines
2.1 KiB
C#
66 lines
2.1 KiB
C#
#if UNITY_EDITOR
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using System;
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namespace UnityEngine.Rendering.Universal
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{
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[Serializable]
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[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
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[Categorization.CategoryInfo(Name = "R: Editor Materials", Order = 1000), HideInInspector]
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class UniversalRenderPipelineEditorMaterials : IRenderPipelineResources
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{
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public int version => 0;
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[SerializeField]
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[ResourcePath("Runtime/Materials/Lit.mat")]
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private Material m_DefaultMaterial;
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public virtual Material defaultMaterial
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{
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get => m_DefaultMaterial;
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set => this.SetValueAndNotify(ref m_DefaultMaterial, value);
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}
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// This is the URP default material for new particle systems, is the closest match to the built-in shader.
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[SerializeField]
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[ResourcePath("Runtime/Materials/ParticlesUnlit.mat")]
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private Material m_DefaultParticleMaterial;
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public virtual Material defaultParticleUnlitMaterial
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{
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get => m_DefaultParticleMaterial;
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set => this.SetValueAndNotify(ref m_DefaultParticleMaterial, value);
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}
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[SerializeField]
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[ResourcePath("Runtime/Materials/ParticlesUnlit.mat")]
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private Material m_DefaultLineMaterial;
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public virtual Material defaultLineMaterial
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{
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get => m_DefaultLineMaterial;
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set => this.SetValueAndNotify(ref m_DefaultLineMaterial, value);
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}
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[SerializeField]
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[ResourcePath("Runtime/Materials/TerrainLit.mat")]
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private Material m_DefaultTerrainMaterial;
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public virtual Material defaultTerrainLitMaterial
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{
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get => m_DefaultTerrainMaterial;
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set => this.SetValueAndNotify(ref m_DefaultTerrainMaterial, value);
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}
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[SerializeField]
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[ResourcePath("Runtime/Materials/Decal.mat")]
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private Material m_DefaultDecalMaterial;
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public virtual Material defaultDecalMaterial
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{
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get => m_DefaultDecalMaterial;
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set => this.SetValueAndNotify(ref m_DefaultDecalMaterial, value);
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}
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}
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}
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#endif
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