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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class HDRenderPipelineSetup : ScriptableObject
{
#if UNITY_EDITOR
[UnityEditor.MenuItem("RenderPipeline/CreateHDPipelineSetup")]
static void CreateHDRenderPipelineSetup()
{
var instance = ScriptableObject.CreateInstance<HDRenderPipelineSetup>();
UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/HDRenderPipelineSetup.asset");
}
#endif
public ComputeShader buildScreenAABBShader = null;
public ComputeShader buildPerTileLightListShader = null; // FPTL
public ComputeShader buildPerBigTileLightListShader = null;
public ComputeShader buildPerVoxelLightListShader = null; // clustered
public ComputeShader shadeOpaqueShader = null;
// Various set of material use in render loop
public Shader m_DebugViewMaterialGBuffer;
// For image based lighting
public Shader m_InitPreFGD;
}
}