namespace UnityEngine.Experimental.Rendering.HDPipeline { // The HDRenderPipeline assumes linear lighting. Doesn't work with gamma. public class HDRenderPipelineAsset : RenderPipelineAsset { HDRenderPipelineAsset() { } protected override IRenderPipeline InternalCreatePipeline() { return new HDRenderPipeline(this); } [SerializeField] RenderPipelineResources m_RenderPipelineResources; public RenderPipelineResources renderPipelineResources { get { return m_RenderPipelineResources; } set { m_RenderPipelineResources = value; } } // To be able to turn on/off FrameSettings properties at runtime for debugging purpose without affecting the original one // we create a runtime copy (m_effectiveFrameSettings that is used, and any parametrization is done on serialized frameSettings) public FrameSettings defaultFrameSettings = new FrameSettings(); // This are the defaultFrameSettings for all the camera and apply to sceneView, public to be visible in the inspector // Not serialized, not visible, the settings effectively used FrameSettings m_defaultEffectiveFrameSettings = new FrameSettings(); public FrameSettings GetEffectiveDefaultFrameSettings() { return m_defaultEffectiveFrameSettings; } public void OnValidate() { // Modification of defaultFrameSettings in the inspector will call OnValidate(). // We do a copy of the settings to those effectively used defaultFrameSettings.CopyTo(m_defaultEffectiveFrameSettings); } // Store the various GlobalFrameSettings for each platform (for now only one) public GlobalFrameSettings globalFrameSettings = new GlobalFrameSettings(); // Return the current use GlobalFrameSettings (i.e for the current platform) public GlobalFrameSettings GetGlobalFrameSettings() { return globalFrameSettings; } [SerializeField] public SubsurfaceScatteringSettings sssSettings; // Default Material / Shader [SerializeField] Material m_DefaultDiffuseMaterial; [SerializeField] Shader m_DefaultShader; public Material defaultDiffuseMaterial { get { return m_DefaultDiffuseMaterial; } set { m_DefaultDiffuseMaterial = value; } } public Shader defaultShader { get { return m_DefaultShader; } set { m_DefaultShader = value; } } public override Shader GetDefaultShader() { return m_DefaultShader; } public override Material GetDefaultMaterial() { return m_DefaultDiffuseMaterial; } public override Material GetDefaultParticleMaterial() { return null; } public override Material GetDefaultLineMaterial() { return null; } public override Material GetDefaultTerrainMaterial() { return null; } public override Material GetDefaultUIMaterial() { return null; } public override Material GetDefaultUIOverdrawMaterial() { return null; } public override Material GetDefaultUIETC1SupportedMaterial() { return null; } public override Material GetDefault2DMaterial() { return null; } } }