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68 行
2.4 KiB
68 行
2.4 KiB
namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public class RenderPipelineResources : ScriptableObject
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{
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// Default Material / Shader
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public Material defaultDiffuseMaterial;
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public Material defaultDecalMaterial;
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public Shader defaultShader;
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// Debug
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public Texture2D debugFontTexture;
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public Shader debugDisplayLatlongShader;
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public Shader debugViewMaterialGBufferShader;
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public Shader debugViewTilesShader;
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public Shader debugFullScreenShader;
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public Shader debugColorPickerShader;
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// Lighting resources
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public Shader deferredShader;
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public ComputeShader colorPyramidCS;
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public ComputeShader depthPyramidCS;
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public ComputeShader copyChannelCS;
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public ComputeShader applyDistortionCS;
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// Lighting tile pass resources
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public ComputeShader clearDispatchIndirectShader;
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public ComputeShader buildDispatchIndirectShader;
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public ComputeShader buildScreenAABBShader;
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public ComputeShader buildPerTileLightListShader; // FPTL
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public ComputeShader buildPerBigTileLightListShader;
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public ComputeShader buildPerVoxelLightListShader; // clustered
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public ComputeShader buildMaterialFlagsShader;
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public ComputeShader deferredComputeShader;
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public ComputeShader deferredDirectionalShadowComputeShader;
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public ComputeShader volumetricLightingCS;
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public ComputeShader subsurfaceScatteringCS; // Disney SSS
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public Shader subsurfaceScattering; // Jimenez SSS
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public Shader combineLighting;
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// General
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public Shader cameraMotionVectors;
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public Shader copyStencilBuffer;
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public Shader copyDepthBuffer;
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public Shader blit;
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// Sky
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public Shader blitCubemap;
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public ComputeShader buildProbabilityTables;
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public ComputeShader computeGgxIblSampleData;
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public Shader GGXConvolve;
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public Shader opaqueAtmosphericScattering;
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public Shader hdriSky;
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public Shader proceduralSky;
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public Shader skyboxCubemap;
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// Utilities / Core
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public ComputeShader encodeBC6HCS;
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public Shader cubeToPanoShader;
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public Shader blitCubeTextureFace;
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// Shadow
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public Shader shadowClearShader;
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public ComputeShader shadowBlurMoments;
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public Shader debugShadowMapShader;
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}
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}
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