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Copy pathPostProcessResources.cs
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91 lines (80 loc) · 2.83 KB
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using System;
namespace UnityEngine.Rendering.PostProcessing
{
// This asset is used to store references to shaders and other resources we might need at
// runtime without having to use a `Resources` folder. This allows for better memory management,
// better dependency tracking and better interoperability with asset bundles.
public sealed class PostProcessResources : ScriptableObject
{
[Serializable]
public sealed class Shaders
{
public Shader bloom;
public Shader copy;
public Shader copyStd;
public Shader discardAlpha;
public Shader depthOfField;
public Shader finalPass;
public Shader grainBaker;
public Shader motionBlur;
public Shader temporalAntialiasing;
public Shader subpixelMorphologicalAntialiasing;
public Shader texture2dLerp;
public Shader uber;
public Shader lut2DBaker;
public Shader lightMeter;
public Shader gammaHistogram;
public Shader waveform;
public Shader vectorscope;
public Shader debugOverlays;
public Shader deferredFog;
public Shader scalableAO;
public Shader multiScaleAO;
public Shader screenSpaceReflections;
public Shaders Clone()
{
return (Shaders)MemberwiseClone();
}
}
[Serializable]
public sealed class ComputeShaders
{
public ComputeShader autoExposure;
public ComputeShader exposureHistogram;
public ComputeShader lut3DBaker;
public ComputeShader texture3dLerp;
public ComputeShader gammaHistogram;
public ComputeShader waveform;
public ComputeShader vectorscope;
public ComputeShader multiScaleAODownsample1;
public ComputeShader multiScaleAODownsample2;
public ComputeShader multiScaleAORender;
public ComputeShader multiScaleAOUpsample;
public ComputeShader gaussianDownsample;
public ComputeShaders Clone()
{
return (ComputeShaders)MemberwiseClone();
}
}
[Serializable]
public sealed class SMAALuts
{
public Texture2D area;
public Texture2D search;
}
public Texture2D[] blueNoise64;
public Texture2D[] blueNoise256;
public SMAALuts smaaLuts;
public Shaders shaders;
public ComputeShaders computeShaders;
#if UNITY_EDITOR
public delegate void ChangeHandler();
public ChangeHandler changeHandler;
void OnValidate()
{
if (changeHandler != null)
changeHandler();
}
#endif
}
}