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namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class RenderPipelineResources : ScriptableObject
{
// Debug
public Shader debugDisplayLatlongShader;
public Shader debugViewMaterialGBufferShader;
public Shader debugViewTilesShader;
public Shader debugFullScreenShader;
// Lighting resources
public Shader deferredShader;
public ComputeShader subsurfaceScatteringCS;
public ComputeShader volumetricLightingCS;
public ComputeShader gaussianPyramidCS;
public ComputeShader depthPyramidCS;
public ComputeShader copyChannelCS;
public ComputeShader applyDistortionCS;
// Lighting tile pass resources
public ComputeShader clearDispatchIndirectShader;
public ComputeShader buildDispatchIndirectShader;
public ComputeShader buildScreenAABBShader;
public ComputeShader buildPerTileLightListShader; // FPTL
public ComputeShader buildPerBigTileLightListShader;
public ComputeShader buildPerVoxelLightListShader; // clustered
public ComputeShader buildMaterialFlagsShader;
public ComputeShader deferredComputeShader;
public ComputeShader deferredDirectionalShadowComputeShader;
// SceneSettings
// These shaders don't need to be reference by RenderPipelineResource as they are not use at runtime (only to draw in editor)
// public Shader drawSssProfile;
// public Shader drawTransmittanceGraphShader;
public Shader cameraMotionVectors;
// Sky
public Shader blitCubemap;
public ComputeShader buildProbabilityTables;
public ComputeShader computeGgxIblSampleData;
public Shader GGXConvolve;
public Shader opaqueAtmosphericScattering;
public Shader skyboxCubemap;
public int applyDistortionKernel { get; private set; }
void OnEnable()
{
applyDistortionKernel = -1;
if (applyDistortionCS != null)
applyDistortionKernel = applyDistortionCS.FindKernel("KMain");
}
}
}