using System;
namespace UnityEngine.Rendering
{
///
/// Common global resources for mip pyramid generator (color, depth).
///
[Serializable]
[SupportedOnRenderPipeline]
[Categorization.CategoryInfo(Name = "R: Mip Generator Resources", Order = 1000), HideInInspector]
internal sealed class MipGenRenderPipelineRuntimeResources : IRenderPipelineResources
{
///
/// Version of the SSR Resources
///
public int version => 0;
bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true;
[SerializeField, ResourcePath("Runtime/MipGen/Shaders/ColorPyramidPS.shader")]
private Shader m_ColorPyramidPS;
public Shader colorPyramidPS
{
get => m_ColorPyramidPS;
set => this.SetValueAndNotify(ref m_ColorPyramidPS, value);
}
[SerializeField, ResourcePath("Runtime/MipGen/Shaders/ColorPyramid.compute")]
public ComputeShader m_ColorPyramidCS;
public ComputeShader colorPyramidCS
{
get => m_ColorPyramidCS;
set => this.SetValueAndNotify(ref m_ColorPyramidCS, value);
}
[SerializeField, ResourcePath("Runtime/MipGen/Shaders/DepthPyramid.compute")]
private ComputeShader m_DepthPyramidCS;
public ComputeShader depthPyramidCS
{
get => m_DepthPyramidCS;
set => this.SetValueAndNotify(ref m_DepthPyramidCS, value);
}
}
}