UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineDebugShaders.cs
2024-10-27 10:53:47 +03:00

65 lines
2.2 KiB
C#

using System;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Class containing debug shader resources used in URP.
/// </summary>
[Serializable]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[Categorization.CategoryInfo(Name = "R: Debug Shaders", Order = 1000), HideInInspector]
public class UniversalRenderPipelineDebugShaders : IRenderPipelineResources
{
/// <summary>
/// Version of the Debug Shader resources
/// </summary>
public int version => 0;
bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild =>
#if DEVELOPMENT_BUILD || UNITY_EDITOR
true;
#else
false;
#endif
[SerializeField]
[ResourcePath("Shaders/Debug/DebugReplacement.shader")]
Shader m_DebugReplacementPS;
/// <summary>
/// Debug shader used to output interpolated vertex attributes.
/// </summary>
public Shader debugReplacementPS
{
get => m_DebugReplacementPS;
set => this.SetValueAndNotify(ref m_DebugReplacementPS, value, nameof(m_DebugReplacementPS));
}
[SerializeField]
[ResourcePath("Shaders/Debug/HDRDebugView.shader")]
Shader m_HdrDebugViewPS;
/// <summary>
/// Debug shader used to output HDR Chromacity mapping.
/// </summary>
public Shader hdrDebugViewPS
{
get => m_HdrDebugViewPS;
set => this.SetValueAndNotify(ref m_HdrDebugViewPS, value, nameof(m_HdrDebugViewPS));
}
[SerializeField]
[ResourcePath("Shaders/Debug/ProbeVolumeSamplingDebugPositionNormal.compute")]
ComputeShader m_ProbeVolumeSamplingDebugComputeShader;
/// <summary>
/// Debug shader used to output world position and world normal for the pixel under the cursor.
/// </summary>
public ComputeShader probeVolumeSamplingDebugComputeShader
{
get => m_ProbeVolumeSamplingDebugComputeShader;
set => this.SetValueAndNotify(ref m_ProbeVolumeSamplingDebugComputeShader, value, nameof(m_ProbeVolumeSamplingDebugComputeShader));
}
}
}