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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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newAsset.opaqueAtmosphericScattering = Load<Shader>(HDRenderPipelinePath + "Lighting/AtmosphericScattering/OpaqueAtmosphericScattering.shader"); |
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newAsset.hdriSky = Load<Shader>(HDRenderPipelinePath + "Sky/HDRISky/HDRISky.shader"); |
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newAsset.integrateHdriSky = Load<Shader>(HDRenderPipelinePath + "Sky/HDRISky/IntegrateHDRISky.shader"); |
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newAsset.proceduralSky = Load<Shader>(HDRenderPipelinePath + "Sky/ProceduralSky/ProceduralSky.shader"); |
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