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28 行
1.1 KiB
28 行
1.1 KiB
namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public class TilePassResources : ScriptableObject
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{
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#if UNITY_EDITOR
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public const string tilePassResources = "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePassResources.asset";
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[UnityEditor.MenuItem("HDRenderPipeline/TilePass/CreateTilePassResources")]
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static void CreateTilePassSetup()
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{
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var instance = CreateInstance<TilePassResources>();
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UnityEditor.AssetDatabase.CreateAsset(instance, tilePassResources);
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}
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#endif
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public ComputeShader buildScreenAABBShader = null;
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public ComputeShader buildPerTileLightListShader = null; // FPTL
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public ComputeShader buildPerBigTileLightListShader = null;
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public ComputeShader buildPerVoxelLightListShader = null; // clustered
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public ComputeShader shadeOpaqueShader = null;
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// Various set of material use in render loop
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public Shader m_DebugViewMaterialGBuffer;
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// For image based lighting
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public Shader m_InitPreFGD;
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}
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}
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