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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;
}
}