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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_ActiveFrameSettings that is used, and any parametrization is done on serialized frameSettings)
public FrameSettings serializedFrameSettings = 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_FrameSettings = new FrameSettings();
public FrameSettings GetFrameSettings()
{
return m_FrameSettings;
}
public void OnValidate()
{
// Modification of defaultFrameSettings in the inspector will call OnValidate().
// We do a copy of the settings to those effectively used
serializedFrameSettings.CopyTo(m_FrameSettings);
}
// Store the various RenderPipelineSettings for each platform (for now only one)
public RenderPipelineSettings renderPipelineSettings = new RenderPipelineSettings();
// Return the current use RenderPipelineSettings (i.e for the current platform)
public RenderPipelineSettings GetRenderPipelineSettings()
{
return renderPipelineSettings;
}
[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;
}
}
}