namespace UnityEngine.Experimental.Rendering.HDPipeline { public class HDRenderPipelineSetup : ScriptableObject { #if UNITY_EDITOR [UnityEditor.MenuItem("RenderPipeline/CreateHDPipelineSetup")] static void CreateHDRenderPipelineSetup() { var instance = ScriptableObject.CreateInstance(); UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/HDRenderPipelineSetup.asset"); } #endif public ComputeShader buildScreenAABBShader = null; public ComputeShader buildPerTileLightListShader = null; // FPTL public ComputeShader buildPerBigTileLightListShader = null; public ComputeShader buildPerVoxelLightListShader = null; // clustered public ComputeShader shadeOpaqueShader = null; // Various set of material use in render loop public Shader m_DebugViewMaterialGBuffer; // For image based lighting public Shader m_InitPreFGD; } }