Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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102 行
3.6 KiB

#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.ProjectWindowCallback;
#endif
using System;
namespace UnityEngine.Rendering.Universal
{
[Serializable]
public class PostProcessData : ScriptableObject
{
#if UNITY_EDITOR
[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1812")]
internal class CreatePostProcessDataAsset : EndNameEditAction
{
public override void Action(int instanceId, string pathName, string resourceFile)
{
var instance = CreateInstance<PostProcessData>();
AssetDatabase.CreateAsset(instance, pathName);
ResourceReloader.ReloadAllNullIn(instance, UniversalRenderPipelineAsset.packagePath);
Selection.activeObject = instance;
}
}
[MenuItem("Assets/Create/Rendering/Universal Render Pipeline/Post-process Data", priority = CoreUtils.assetCreateMenuPriority3)]
static void CreatePostProcessData()
{
ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, CreateInstance<CreatePostProcessDataAsset>(), "CustomPostProcessData.asset", null, null);
}
#endif
[Serializable, ReloadGroup]
public sealed class ShaderResources
{
[Reload("Shaders/PostProcessing/StopNaN.shader")]
public Shader stopNanPS;
[Reload("Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.shader")]
public Shader subpixelMorphologicalAntialiasingPS;
[Reload("Shaders/PostProcessing/GaussianDepthOfField.shader")]
public Shader gaussianDepthOfFieldPS;
[Reload("Shaders/PostProcessing/BokehDepthOfField.shader")]
public Shader bokehDepthOfFieldPS;
[Reload("Shaders/PostProcessing/CameraMotionBlur.shader")]
public Shader cameraMotionBlurPS;
[Reload("Shaders/PostProcessing/PaniniProjection.shader")]
public Shader paniniProjectionPS;
[Reload("Shaders/PostProcessing/LutBuilderLdr.shader")]
public Shader lutBuilderLdrPS;
[Reload("Shaders/PostProcessing/LutBuilderHdr.shader")]
public Shader lutBuilderHdrPS;
[Reload("Shaders/PostProcessing/Bloom.shader")]
public Shader bloomPS;
[Reload("Shaders/PostProcessing/UberPost.shader")]
public Shader uberPostPS;
[Reload("Shaders/PostProcessing/FinalPost.shader")]
public Shader finalPostPassPS;
}
[Serializable, ReloadGroup]
public sealed class TextureResources
{
// Pre-baked noise
[Reload("Textures/BlueNoise16/L/LDR_LLL1_{0}.png", 0, 32)]
public Texture2D[] blueNoise16LTex;
// Post-processing
[Reload(new[]
{
"Textures/FilmGrain/Thin01.png",
"Textures/FilmGrain/Thin02.png",
"Textures/FilmGrain/Medium01.png",
"Textures/FilmGrain/Medium02.png",
"Textures/FilmGrain/Medium03.png",
"Textures/FilmGrain/Medium04.png",
"Textures/FilmGrain/Medium05.png",
"Textures/FilmGrain/Medium06.png",
"Textures/FilmGrain/Large01.png",
"Textures/FilmGrain/Large02.png"
})]
public Texture2D[] filmGrainTex;
[Reload("Textures/SMAA/AreaTex.tga")]
public Texture2D smaaAreaTex;
[Reload("Textures/SMAA/SearchTex.tga")]
public Texture2D smaaSearchTex;
}
public ShaderResources shaders;
public TextureResources textures;
}
}