namespace UnityEngine.Experimental.Rendering.HDPipeline { public class RenderPipelineResources : ScriptableObject { // Debug public Shader debugDisplayLatlongShader; public Shader debugViewMaterialGBufferShader; public Shader debugViewTilesShader; public Shader debugFullScreenShader; // Lighting resources public Shader deferredShader; public Shader combineLightingPass; public ComputeShader subsurfaceScatteringCS; public ComputeShader gaussianPyramidCS; public ComputeShader depthPyramidCS; public ComputeShader copyChannelCS; 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; // SceneSettings // 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; public Shader cameraMotionVectors; // Sky public Shader blitCubemap; public ComputeShader buildProbabilityTables; public ComputeShader computeGgxIblSampleData; public Shader GGXConvolve; public Shader opaqueAtmosphericScattering; public Shader skyboxCubemap; // Utilities public ComputeShader encodeBC6HCS; } }