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namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class TilePassResources : ScriptableObject
{
#if UNITY_EDITOR
public const string tilePassResources = "Assets/ScriptableRenderLoop/HDRenderPipeline/Lighting/TilePass/TilePassResources.asset";
[UnityEditor.MenuItem("HDRenderPipeline/TilePass/CreateTilePassResources")]
static void CreateTilePassSetup()
{
var instance = CreateInstance<TilePassResources>();
UnityEditor.AssetDatabase.CreateAsset(instance, tilePassResources);
}
#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;
}
}