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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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newAsset.buildMaterialFlagsShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/materialflags.compute"); |
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newAsset.deferredComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/Deferred.compute"); |
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newAsset.deferredDirectionalShadowComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/LightLoop/DeferredDirectionalShadow.compute"); |
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newAsset.deferredDirectionalShadowComputeShader = Load<ComputeShader>(HDRenderPipelinePath + "Lighting/DeferredDirectionalShadow.compute"); |
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// SceneSettings
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// These shaders don't need to be reference by RenderPipelineResource as they are not use at runtime (only to draw in editor)
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// Sky
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newAsset.blitCubemap = Load<Shader>(HDRenderPipelinePath + "Sky/BlitCubemap.shader"); |
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newAsset.buildProbabilityTables = Load<ComputeShader>(HDRenderPipelinePath + "Sky/BuildProbabilityTables.compute"); |
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newAsset.computeGgxIblSampleData = Load<ComputeShader>(HDRenderPipelinePath + "Sky/ComputeGgxIblSampleData.compute"); |
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newAsset.GGXConvolve = Load<Shader>(HDRenderPipelinePath + "Sky/GGXConvolve.shader"); |
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newAsset.buildProbabilityTables = Load<ComputeShader>(HDRenderPipelinePath + "Material/GGXConvolution/BuildProbabilityTables.compute"); |
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newAsset.computeGgxIblSampleData = Load<ComputeShader>(HDRenderPipelinePath + "Material/GGXConvolution/ComputeGgxIblSampleData.compute"); |
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newAsset.GGXConvolve = Load<Shader>(HDRenderPipelinePath + "Material/GGXConvolution/GGXConvolve.shader"); |
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newAsset.opaqueAtmosphericScattering = Load<Shader>(HDRenderPipelinePath + "Sky/OpaqueAtmosphericScattering.shader"); |
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// Skybox/Cubemap is a builtin shader, must use Sahder.Find to access it. It is fine because we are in the editor
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