namespace UnityEngine.Experimental.Rendering.HDPipeline { public class RenderPipelineResources : ScriptableObject { // Default Material / Shader public Material defaultDiffuseMaterial; public Material defaultDecalMaterial; public Shader defaultShader; // Debug public Texture2D debugFontTexture; public Shader debugDisplayLatlongShader; public Shader debugViewMaterialGBufferShader; public Shader debugViewTilesShader; public Shader debugFullScreenShader; public Shader debugColorPickerShader; // Lighting resources public Shader deferredShader; public ComputeShader colorPyramidCS; public ComputeShader depthPyramidCS; public ComputeShader copyChannelCS; public ComputeShader texturePaddingCS; public ComputeShader applyDistortionCS; // Lighting tile pass resources public ComputeShader clearDispatchIndirectShader; public ComputeShader buildDispatchIndirectShader; public ComputeShader buildScreenAABBShader; public ComputeShader buildPerTileLightListShader; // FPTL public ComputeShader buildPerBigTileLightListShader; public ComputeShader buildPerVoxelLightListShader; // clustered public ComputeShader buildMaterialFlagsShader; public ComputeShader deferredComputeShader; public ComputeShader deferredDirectionalShadowComputeShader; public ComputeShader volumeVoxelizationCS; public ComputeShader volumetricLightingCS; public ComputeShader subsurfaceScatteringCS; // Disney SSS public Shader subsurfaceScattering; // Jimenez SSS public Shader combineLighting; // General public Shader cameraMotionVectors; public Shader copyStencilBuffer; public Shader copyDepthBuffer; public Shader blit; // Sky public Shader blitCubemap; public ComputeShader buildProbabilityTables; public ComputeShader computeGgxIblSampleData; public Shader GGXConvolve; public Shader opaqueAtmosphericScattering; public Shader hdriSky; public Shader proceduralSky; public Shader skyboxCubemap; // Utilities / Core public ComputeShader encodeBC6HCS; public Shader cubeToPanoShader; public Shader blitCubeTextureFace; // Shadow public Shader shadowClearShader; public ComputeShader shadowBlurMoments; public Shader debugShadowMapShader; } }