minesweeper_game/Library/PackageCache/com.unity.render-pipelines.universal@506b3deb0041/Runtime/RenderPipelineResources/UniversalRenderPipelineRuntimeShaders.cs
2025-03-15 14:30:26 -04:00

127 lines
4.0 KiB
C#

using System;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Class containing shader resources used in URP.
/// </summary>
[Serializable]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[Categorization.CategoryInfo(Name = "R: Runtime Shaders", Order = 1000), HideInInspector]
public class UniversalRenderPipelineRuntimeShaders : IRenderPipelineResources
{
[SerializeField][HideInInspector] private int m_Version = 0;
/// <summary>Version of the resource. </summary>
public int version => m_Version;
bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true;
[SerializeField, ResourcePath("Shaders/Utils/FallbackError.shader")]
Shader m_FallbackErrorShader;
/// <summary>
/// Fallback error shader
/// </summary>
public Shader fallbackErrorShader
{
get => m_FallbackErrorShader;
set => this.SetValueAndNotify(ref m_FallbackErrorShader, value, nameof(m_FallbackErrorShader));
}
[SerializeField]
[ResourcePath("Shaders/Utils/BlitHDROverlay.shader")]
internal Shader m_BlitHDROverlay;
/// <summary>
/// Blit HDR Overlay shader.
/// </summary>
public Shader blitHDROverlay
{
get => m_BlitHDROverlay;
set => this.SetValueAndNotify(ref m_BlitHDROverlay, value, nameof(m_BlitHDROverlay));
}
[SerializeField]
[ResourcePath("Shaders/Utils/CoreBlit.shader")]
internal Shader m_CoreBlitPS;
/// <summary>
/// Core Blit shader.
/// </summary>
public Shader coreBlitPS
{
get => m_CoreBlitPS;
set => this.SetValueAndNotify(ref m_CoreBlitPS, value, nameof(m_CoreBlitPS));
}
[SerializeField]
[ResourcePath("Shaders/Utils/CoreBlitColorAndDepth.shader")]
internal Shader m_CoreBlitColorAndDepthPS;
/// <summary>
/// Core Blit Color And Depth shader.
/// </summary>
public Shader coreBlitColorAndDepthPS
{
get => m_CoreBlitColorAndDepthPS;
set => this.SetValueAndNotify(ref m_CoreBlitColorAndDepthPS, value, nameof(m_CoreBlitColorAndDepthPS));
}
[SerializeField]
[ResourcePath("Shaders/Utils/Sampling.shader")]
private Shader m_SamplingPS;
/// <summary>
/// Sampling shader.
/// </summary>
public Shader samplingPS
{
get => m_SamplingPS;
set => this.SetValueAndNotify(ref m_SamplingPS, value, nameof(m_SamplingPS));
}
#region Terrain
[Header("Terrain")]
[SerializeField]
[ResourcePath("Shaders/Terrain/TerrainDetailLit.shader")]
private Shader m_TerrainDetailLit;
/// <summary>
/// Returns the terrain detail lit shader that this asset uses.
/// </summary>
public Shader terrainDetailLitShader
{
get => m_TerrainDetailLit;
set => this.SetValueAndNotify(ref m_TerrainDetailLit, value);
}
[SerializeField]
[ResourcePath("Shaders/Terrain/WavingGrassBillboard.shader")]
private Shader m_TerrainDetailGrassBillboard;
/// <summary>
/// Returns the terrain detail grass billboard shader that this asset uses.
/// </summary>
public Shader terrainDetailGrassBillboardShader
{
get => m_TerrainDetailGrassBillboard;
set => this.SetValueAndNotify(ref m_TerrainDetailGrassBillboard, value);
}
[SerializeField]
[ResourcePath("Shaders/Terrain/WavingGrass.shader")]
private Shader m_TerrainDetailGrass;
/// <summary>
/// Returns the terrain detail grass shader that this asset uses.
/// </summary>
public Shader terrainDetailGrassShader
{
get => m_TerrainDetailGrass;
set => this.SetValueAndNotify(ref m_TerrainDetailGrass, value);
}
#endregion
}
}