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instance.drawTransmittanceGraphShader = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>("Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/DrawTransmittanceGraph.shader"); |
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// Sky
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instance.blitCubemap = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>("Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/BlitCubemap.shader"); |
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instance.buildProbabilityTables = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>("Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/BuildProbabilityTables.compute"); |
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instance.computeGgxIblSampleData = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>("Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/ComputeGgxIblSampleData.compute"); |
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instance.GGXConvolve = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>("Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/GGXConvolve.shader"); |
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instance.blitCubemap = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>("Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/BlitCubemap.shader"); |
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instance.buildProbabilityTables = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>("Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/BuildProbabilityTables.compute"); |
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instance.computeGgxIblSampleData = UnityEditor.AssetDatabase.LoadAssetAtPath<ComputeShader>("Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/ComputeGgxIblSampleData.compute"); |
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instance.GGXConvolve = UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>("Assets/ScriptableRenderPipeline/HDRenderPipeline/Sky/GGXConvolve.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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instance.skyboxCubemap = Shader.Find("Skybox/Cubemap"); |
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