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