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HDRenderPipeline: Minor update on pipeline resource for SSS shader in editor

/RenderPassXR_Sandbox
sebastienlagarde 8 年前
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a0969f95
共有 2 个文件被更改,包括 7 次插入4 次删除
  1. 1
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs
  2. 10
      Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs

1
Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs


m_ThicknessRemap = serializedObject.FindProperty("thicknessRemap");
m_WorldScale = serializedObject.FindProperty("worldScale");
// These shaders don't need to be reference by RenderPipelineResource as they are not use at runtime
m_ProfileMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DrawSssProfile");
m_TransmittanceMaterial = Utilities.CreateEngineMaterial("Hidden/HDRenderPipeline/DrawTransmittanceGraph");

10
Assets/ScriptableRenderPipeline/HDRenderPipeline/RenderPipelineResources/RenderPipelineResources.cs


instance.shadeOpaqueShader = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>("Assets/ScriptableRenderPipeline/HDRenderPipeline/Lighting/TilePass/shadeopaque.compute");
// SceneSettings
instance.drawGaussianProfileShader = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>("Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/DrawGaussianProfile.shader");
instance.drawTransmittanceGraphShader = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>("Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/DrawTransmittanceGraph.shader");
// These shaders don't need to be reference by RenderPipelineResource as they are not use at runtime (only to draw in editor)
// instance.drawSssProfile = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>("Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/DrawSssProfile.shader");
// instance.drawTransmittanceGraphShader = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>("Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/DrawTransmittanceGraph.shader");
// Sky
instance.blitCubemap = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>("Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/BlitCubemap.shader");

public ComputeShader shadeOpaqueShader;
// SceneSettings
public Shader drawGaussianProfileShader;
public Shader drawTransmittanceGraphShader;
// These shaders don't need to be reference by RenderPipelineResource as they are not use at runtime (only to draw in editor)
// public Shader drawSssProfile;
// public Shader drawTransmittanceGraphShader;
// Sky
public Shader blitCubemap;

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