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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_effectiveFrameSettings that is used, and any parametrization is done on serialized frameSettings)
public FrameSettings defaultFrameSettings = 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_defaultEffectiveFrameSettings = new FrameSettings();
public FrameSettings GetEffectiveDefaultFrameSettings()
{
return m_defaultEffectiveFrameSettings;
}
public void OnValidate()
{
// Modification of defaultFrameSettings in the inspector will call OnValidate().
// We do a copy of the settings to those effectively used
defaultFrameSettings.CopyTo(m_defaultEffectiveFrameSettings);
}
// Store the various GlobalFrameSettings for each platform (for now only one)
public GlobalFrameSettings globalFrameSettings = new GlobalFrameSettings();
// Return the current use GlobalFrameSettings (i.e for the current platform)
public GlobalFrameSettings GetGlobalFrameSettings()
{
return globalFrameSettings;
}
[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;
}
}
}