namespace UnityEngine.Experimental.Rendering.HDPipeline { public class RenderPipelineResources : ScriptableObject { #if UNITY_EDITOR public static string GetRenderPipelineResourcesPath() { return Utilities.GetHDRenderPipelinePath() + "RenderPipelineResources/HDRenderPipelineResources.asset"; } // TODO skybox/cubemap [UnityEditor.MenuItem("RenderPipeline/HDRenderPipeline/Create Resources Asset", false, 15)] static void CreateRenderPipelineResources() { var instance = CreateInstance(); string HDRenderPipelinePath = Utilities.GetHDRenderPipelinePath(); instance.debugDisplayLatlongShader = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Debug/DebugDisplayLatlong.Shader"); instance.debugViewMaterialGBufferShader = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Debug/DebugViewMaterialGBuffer.Shader"); instance.debugViewTilesShader = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Debug/DebugViewTiles.Shader"); instance.debugFullScreenShader = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Debug/DebugFullScreen.Shader"); instance.deferredShader = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Lighting/Deferred.Shader"); instance.screenSpaceAmbientOcclusionShader = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Lighting/AmbientOcclusion/ScreenSpaceAmbientOcclusion.Shader"); instance.subsurfaceScatteringCS = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Material/Lit/Resources/SubsurfaceScattering.compute"); instance.volumetricLightingCS = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Lighting/Volumetrics/Resources/VolumetricLighting.compute"); instance.clearDispatchIndirectShader = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Lighting/TilePass/cleardispatchindirect.compute"); instance.buildDispatchIndirectShader = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Lighting/TilePass/builddispatchindirect.compute"); instance.buildScreenAABBShader = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Lighting/TilePass/scrbound.compute"); instance.buildPerTileLightListShader = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Lighting/TilePass/lightlistbuild.compute"); instance.buildPerBigTileLightListShader = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Lighting/TilePass/lightlistbuild-bigtile.compute"); instance.buildPerVoxelLightListShader = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Lighting/TilePass/lightlistbuild-clustered.compute"); instance.buildMaterialFlagsShader = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Lighting/TilePass/materialflags.compute"); instance.deferredComputeShader = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Lighting/TilePass/Deferred.compute"); instance.deferredDirectionalShadowComputeShader = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Lighting/TilePass/DeferredDirectionalShadow.compute"); // SceneSettings // These shaders don't need to be reference by RenderPipelineResource as they are not use at runtime (only to draw in editor) // instance.drawSssProfile = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "SceneSettings/DrawSssProfile.shader"); // instance.drawTransmittanceGraphShader = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "SceneSettings/DrawTransmittanceGraph.shader"); instance.cameraMotionVectors = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "RenderPipelineResources/CameraMotionVectors.shader"); // Sky instance.blitCubemap = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Sky/BlitCubemap.shader"); instance.buildProbabilityTables = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Sky/BuildProbabilityTables.compute"); instance.computeGgxIblSampleData = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Sky/ComputeGgxIblSampleData.compute"); instance.GGXConvolve = UnityEditor.AssetDatabase.LoadAssetAtPath(HDRenderPipelinePath + "Sky/GGXConvolve.shader"); // Skybox/Cubemap is a builtin shader, must use Sahder.Find to access it. It is fine because we are in the editor instance.skyboxCubemap = Shader.Find("Skybox/Cubemap"); UnityEditor.AssetDatabase.CreateAsset(instance, GetRenderPipelineResourcesPath()); UnityEditor.AssetDatabase.SaveAssets(); UnityEditor.AssetDatabase.Refresh(); } #endif // Debug public Shader debugDisplayLatlongShader; public Shader debugViewMaterialGBufferShader; public Shader debugViewTilesShader; public Shader debugFullScreenShader; // Lighting resources public Shader deferredShader; public Shader screenSpaceAmbientOcclusionShader; public ComputeShader subsurfaceScatteringCS; public ComputeShader volumetricLightingCS; // 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 skyboxCubemap; } }