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4.4 KiB

using System;
namespace UnityEngine.Rendering
{
[Serializable]
[SupportedOnRenderPipeline()]
[Categorization.CategoryInfo(Name = "R: Adaptive Probe Volumes", Order = 1000), HideInInspector]
class ProbeVolumeRuntimeResources : IRenderPipelineResources
{
[SerializeField, HideInInspector]
int m_Version = 1;
public int version { get => m_Version; }
[Header("Runtime")]
[ResourcePath("Runtime/Lighting/ProbeVolume/ProbeVolumeBlendStates.compute")]
public ComputeShader probeVolumeBlendStatesCS;
[ResourcePath("Runtime/Lighting/ProbeVolume/ProbeVolumeUploadData.compute")]
public ComputeShader probeVolumeUploadDataCS;
[ResourcePath("Runtime/Lighting/ProbeVolume/ProbeVolumeUploadDataL2.compute")]
public ComputeShader probeVolumeUploadDataL2CS;
}
[Serializable]
[SupportedOnRenderPipeline()]
[Categorization.CategoryInfo(Name = "R: Adaptive Probe Volumes", Order = 1000), HideInInspector]
class ProbeVolumeDebugResources : IRenderPipelineResources
{
[SerializeField, HideInInspector]
int m_Version = 1;
public int version { get => m_Version; }
[Header("Debug")]
[ResourcePath("Runtime/Debug/ProbeVolumeDebug.shader")]
public Shader probeVolumeDebugShader;
[ResourcePath("Runtime/Debug/ProbeVolumeFragmentationDebug.shader")]
public Shader probeVolumeFragmentationDebugShader;
[ResourcePath("Runtime/Debug/ProbeVolumeSamplingDebug.shader")]
public Shader probeVolumeSamplingDebugShader;
[ResourcePath("Runtime/Debug/ProbeVolumeOffsetDebug.shader")]
public Shader probeVolumeOffsetDebugShader;
[ResourcePath("Runtime/Debug/ProbeSamplingDebugMesh.fbx")]
public Mesh probeSamplingDebugMesh;
[ResourcePath("Runtime/Debug/ProbeVolumeNumbersDisplayTex.png")]
public Texture2D numbersDisplayTex;
}
[Serializable]
[SupportedOnRenderPipeline()]
[Categorization.CategoryInfo(Name = "R: Adaptive Probe Volumes", Order = 1000), HideInInspector]
class ProbeVolumeBakingResources : IRenderPipelineResources
{
[SerializeField, HideInInspector]
int m_Version = 1;
public int version { get => m_Version; }
[Header("Baking")]
[ResourcePath("Editor/Lighting/ProbeVolume/ProbeVolumeCellDilation.compute")]
public ComputeShader dilationShader;
[ResourcePath("Editor/Lighting/ProbeVolume/ProbeVolumeSubdivide.compute")]
public ComputeShader subdivideSceneCS;
[ResourcePath("Editor/Lighting/ProbeVolume/VoxelizeScene.shader")]
public Shader voxelizeSceneShader;
[ResourcePath("Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.urtshader")]
public ComputeShader traceVirtualOffsetCS;
[ResourcePath("Editor/Lighting/ProbeVolume/VirtualOffset/TraceVirtualOffset.urtshader")]
public RayTracingShader traceVirtualOffsetRT;
[ResourcePath("Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.urtshader")]
public ComputeShader skyOcclusionCS;
[ResourcePath("Editor/Lighting/ProbeVolume/DynamicGI/DynamicGISkyOcclusion.urtshader")]
public RayTracingShader skyOcclusionRT;
[ResourcePath("Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.urtshader")]
public ComputeShader renderingLayerCS;
[ResourcePath("Editor/Lighting/ProbeVolume/RenderingLayerMask/TraceRenderingLayerMask.urtshader")]
public RayTracingShader renderingLayerRT;
}
[Serializable]
[SupportedOnRenderPipeline()]
[Categorization.CategoryInfo(Name = "Lighting", Order = 20)]
class ProbeVolumeGlobalSettings : IRenderPipelineGraphicsSettings
{
[SerializeField, HideInInspector]
int m_Version = 1;
[SerializeField, Tooltip("Enabling this will make APV baked data assets compatible with Addressables and Asset Bundles. This will also make Disk Streaming unavailable. After changing this setting, a clean rebuild may be required for data assets to be included in Adressables and Asset Bundles.")]
bool m_ProbeVolumeDisableStreamingAssets;
public int version { get => m_Version; }
public bool probeVolumeDisableStreamingAssets
{
get => m_ProbeVolumeDisableStreamingAssets;
set => this.SetValueAndNotify(ref m_ProbeVolumeDisableStreamingAssets, value, nameof(m_ProbeVolumeDisableStreamingAssets));
}
}
}