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newAsset.debugFullScreenShader = Load<Shader>(HDRenderPipelinePath + "Debug/DebugFullScreen.Shader"); |
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newAsset.deferredShader = Load<Shader>(HDRenderPipelinePath + "Lighting/Deferred.Shader"); |
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newAsset.combineLightingPass = Load<Shader>(HDRenderPipelinePath + "Material/Lit/Resources/CombineLighting.Shader"); |
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newAsset.subsurfaceScatteringCS = Load<ComputeShader>(HDRenderPipelinePath + "Material/Lit/Resources/SubsurfaceScattering.compute"); |
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newAsset.gaussianPyramidCS = Load<ComputeShader>(PostProcessingPath + "Shaders/Builtins/GaussianDownsample.compute"); |
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newAsset.depthPyramidCS = Load<ComputeShader>(HDRenderPipelinePath + "RenderPipelineResources/DepthDownsample.compute"); |
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