117 lines
4.2 KiB
C#
117 lines
4.2 KiB
C#
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: 2D Renderer", Order = 1000), HideInInspector]
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class Renderer2DResources : IRenderPipelineResources
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{
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[SerializeField][HideInInspector] private int m_Version = 0;
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/// <summary>Version of the resource. </summary>
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public int version => m_Version;
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bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true;
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[SerializeField, ResourcePath("Shaders/2D/Light2D.shader")]
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Shader m_LightShader;
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internal Shader lightShader
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{
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get => m_LightShader;
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set => this.SetValueAndNotify(ref m_LightShader, value, nameof(m_LightShader));
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}
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[SerializeField, ResourcePath("Shaders/2D/Shadow2D-Projected.shader")]
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Shader m_ProjectedShadowShader;
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internal Shader projectedShadowShader
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{
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get => m_ProjectedShadowShader;
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set => this.SetValueAndNotify(ref m_ProjectedShadowShader, value, nameof(m_ProjectedShadowShader));
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}
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[SerializeField, ResourcePath("Shaders/2D/Shadow2D-Shadow-Sprite.shader")]
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Shader m_SpriteShadowShader;
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internal Shader spriteShadowShader
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{
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get => m_SpriteShadowShader;
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set => this.SetValueAndNotify(ref m_SpriteShadowShader, value, nameof(m_SpriteShadowShader));
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}
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[SerializeField, ResourcePath("Shaders/2D/Shadow2D-Unshadow-Sprite.shader")]
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Shader m_SpriteUnshadowShader;
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internal Shader spriteUnshadowShader
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{
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get => m_SpriteUnshadowShader;
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set => this.SetValueAndNotify(ref m_SpriteUnshadowShader, value, nameof(m_SpriteUnshadowShader));
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}
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[SerializeField, ResourcePath("Shaders/2D/Shadow2D-Shadow-Geometry.shader")]
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Shader m_GeometryShadowShader;
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internal Shader geometryShadowShader
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{
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get => m_GeometryShadowShader;
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set => this.SetValueAndNotify(ref m_GeometryShadowShader, value, nameof(m_GeometryShadowShader));
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}
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[SerializeField, ResourcePath("Shaders/2D/Shadow2D-Unshadow-Geometry.shader")]
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Shader m_GeometryUnshadowShader;
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internal Shader geometryUnshadowShader
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{
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get => m_GeometryUnshadowShader;
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set => this.SetValueAndNotify(ref m_GeometryUnshadowShader, value, nameof(m_GeometryUnshadowShader));
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}
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[SerializeField, ResourcePath("Runtime/2D/Data/Textures/FalloffLookupTexture.png")]
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[HideInInspector]
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private Texture2D m_FallOffLookup;
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internal Texture2D fallOffLookup
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{
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get => m_FallOffLookup;
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set => this.SetValueAndNotify(ref m_FallOffLookup, value, nameof(m_FallOffLookup));
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}
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[SerializeField,ResourcePath("Shaders/Utils/CopyDepth.shader")]
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private Shader m_CopyDepthPS;
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/// <summary>
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/// Copy Depth shader.
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/// </summary>
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internal Shader copyDepthPS
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{
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get => m_CopyDepthPS;
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set => this.SetValueAndNotify(ref m_CopyDepthPS, value, nameof(m_CopyDepthPS));
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}
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#if UNITY_EDITOR
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[SerializeField, ResourcePath("Runtime/Materials/Sprite-Lit-Default.mat")]
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Material m_DefaultLitMaterial = null;
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internal Material defaultLitMaterial
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{
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get => m_DefaultLitMaterial;
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set => this.SetValueAndNotify(ref m_DefaultLitMaterial, value, nameof(m_DefaultLitMaterial));
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}
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[SerializeField, ResourcePath("Runtime/Materials/Sprite-Unlit-Default.mat")]
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Material m_DefaultUnlitMaterial = null;
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internal Material defaultUnlitMaterial
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{
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get => m_DefaultUnlitMaterial;
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set => this.SetValueAndNotify(ref m_DefaultUnlitMaterial, value, nameof(m_DefaultUnlitMaterial));
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}
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[SerializeField, ResourcePath("Runtime/Materials/SpriteMask-Default.mat")]
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Material m_DefaultMaskMaterial = null;
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internal Material defaultMaskMaterial
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{
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get => m_DefaultMaskMaterial;
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set => this.SetValueAndNotify(ref m_DefaultMaskMaterial, value, nameof(m_DefaultMaskMaterial));
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}
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#endif
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}
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}
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